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THE THEORY 



TEE MODERN SCIENTIFIC GAME 



OS 



WHIST. 



BY WILLIAM POLE, F.E.S. 

MUS. DOC. OXON. 



FOURTH EDITION. 



LONDON : 
LONGMANS, &EEEN, 
1872. 



AND CO. 



LONDON : PRINTED BY 
SPOTTISWOODTC AND CO., STBW-STRK15T SQUARE 
AND PARIiIAilENT STREET 



PREFACE. 



• 

This Essay was originally published in December 
1864, as a Second Part to the Sixteenth Edition of 
the well-known work 1 Short Whist, by Major A.' 
Since its appearance it has been honoured with the 
commendation of some of the most eminent autho- 
rities on Whist ; and it is now reprinted in a separate 
form. 

It is believed that the manner herein adopted of 
treating the Theory of the game is, in a great measure, 
new. Some of the later works published on Whist 
have been more explanatory than the early ones, but 
still they have consisted at best of merely practical 
rules, without reference to their theoretical basis ; 
and the Author is not aware that the attempt to 
trace the whole practice of the modern scientific 
game back to one grand fundamental principle, 
namely, that of the combination of the hands of the 
two players, has ever before been made. It has 
often indeed been said that each player must en- 
deavour to play his partner's cards as well as his 



iv 



PREFACE. 



own ; but this has usually been only given as an 
incidental maxim of practice; it has not been 
treated as the main principle of action from which 
the whole play springs. 

The nearest approach to this attempt the Editor 
has met with is in a little French book, entitled 
i Genie du Whist, meconnu jusqu'a present. Par le 
General B. de Vautre. Paris : 4 e edition, 1847.' 
This author makes the true genius of Whist consist 
in what he propounds as the novel principle of the 
combination of the two hands ; or, as he expresses 
it, 1 l'auteur enseigne la maniere de jouer avec 
vingt-six cartes, selon son expression, et non pas 
avec treize, comme tout le monde.' But as he was 
ignorant of the long suit system of play, as a neces- 
sary means of carrying the combination principle 
into practice, he was obliged to form an imperfect 
system of his own, and therefore his explanations do 
not correspond with our modern game. 

The Author's experience leads him to believe that 
an exposition of the fundamental Theory of Whist 
will not only be satisfactory to accomplished players, 
by making clearer to them the principles they already 
act upon, but will be found of still greater advantage 



PREFACE. 



Y 



for teaching the game in the ordinary domestic 
circle. 

The young people of a family, especially, are often 
repelled from Whist by thinking it dull and difficult. 
Nothing can be more erroneous than such an idea : 
if learnt on proper principles it soon becomes an 
attractive amusement, as well as an admirable mental 
exercise, and to attain moderate proficiency in it is 
much easier than is usually supposed. 

But there are many players of more experience 
who take real pleasure in a domestic rubber, but 
who are still much in the dark as to the true merits 
of the game ; and it is desirable to impress on this 
large class how greatly the interest of their recreation 
would be increased if they would, by a little study 
of the principles of Whist, learn to play it in a more 
rational and systematic manner. 

The practical rules a'nd directions here deduced 
strictly from the Theory, are identical with those 
sanctioned by the best modern authorities, and 
adopted by the best modern players. 

Athenaeum Club : 
Feb. 1870. 



CONTENTS. 



CHAP. PAOTS 

I. Introduction . . . . . .1 

II. Explanation of Technical Terms used in 

the Modern Scientific Game . . .11 

III. Theory of the Game 20 

IV. Developement of the Theory. . . .30 

Its Influence on the Management of Trumps . 30 
Management of Plain Suits. — Long Suit Lead 38 

Eeturn of the Lead 41 

Further Remarks on the Lead . .46 
Other Applications of Theory . . .49 
Communication between the Partners . . 50 
On the Degree of Strictness with which Syste- 
matic Play should be adhered to . .53 
V. Rules and Directions for Play . . .57 

The Lead 58 

Second Hand . ' 61 

Third Hand 63 

Fourth Hand 64 

Management of Trumps . . • . 6o 

General Directions 69 

VI. Conclusion . . . . , * .72 



VU1 CONTENTS. 

APPENDIX. 

TAGS 

Examples of Hands .... .81 

Example I. .82 

Example II .84 

Example III. ....... 86 

Example IV 88 

Example V. . 90 



Rhyming Etjles, Mnemonic Maxims, anb Pocket 
Pbecepts a „ • 92 



CHAPTER 1 



INTRODUCTION. 

Whist is, without question, the best of all our 
domestic games. The only other one which could 
lay claim to such a distinction is Chess ; but this has 
the disadvantage of containing no element of chance 
in its composition — which renders it too severe a 
mental labour, and disqualifies it from being con- 
sidered a game, in the proper sense of the word. 
Whist, on the contrary, while it is equal to chess in 
its demands on the intellect and skill of the player, 
involves so much chance as to give relief to the 
mental energies, and thus to promote, as every good 
game should, the amusement and relaxation of those 
engaged. 

The high intellectual character of Whist becomes 
evident, if we consider the powers of the mind 
which its intelligent study and practice may call into 
action. To investigate thoroughly its fundamental 
principles, we must bring to bear upon it, as we 
B 

V 



2 



THEORY OF WHIST. 



shall by-and-bye have occasion to explain, reason- 
ing of a high order. But, independently of the 
theory, the practice aho involves considerable 
mental attainments. The observation must be 
keen, the memory active ; a considerable power 
of drawing inferences, and of tracing appearances 
to their causes, must be brought into use ; and 
we must exercise boldness, caution, prudence, fore- 
sight, care against deception, promptness of decision, 
soundness of judgment, fertility of resource, inge- 
nuity of contrivance, and such a general course of 
thought and action as must, if it is to be successful, 
be dictated by competent and well-trained mental 
powers. 

Then "Whist has peculiar moral and social rela- 
tions. It has been called, by those who do not 
understand it, an unsocial game ; but nothing can be 
more untrue. It is a perfect microcosm — a complete 
miniature society in itself. Each player has one 
friend, to whom he is bound by the strongest ties of 
mutual interest and sympathy ; but he has twice the 
number of enemies, against whose machinations he 
is obliged to keep perpetual guard. He must give 
strict adherence to the established laws and the con- 
ventional courtesies of his social circle ; he is called 
on for candid and ingenuous behaviour ; he must 
exercise moderation in prosperity, patience in adver- 



INTRODUCTION. 



3 



sit j, hope in doubtful fortune, humility when in error, 

forbearance to the faults of his friends, self-sacrifice 
for his allies, equanimity under the success of his 
adversaries, and general good-temper throughout all 
his transactions. His best efforts will sometimes 
fail, and fortune w T ill favour his inferiors ; but sound 
principles will triumph in the end. Is there nothing 
in all this analogous to the social conditions of 
ordinary life ? 

As an amusement, Whist stands equally high. 
Consider its immense variety. A hand will last only 
a few minutes ; we may have a hundred of them in 
an evening; and yet, throughout a player's whole life, 
no two similar ones will ever occur ! Each one 
will present some novel feature, offering special in- 
terest of the most diversified kind. Sometimes the 
interest lies in your own cards, sometimes in your 
partner's, sometimes in those of your adversaries. 
Sometimes you have almost nothing to do, some- 
times everything turns on your play. The mixture 
of the unknown with the known gives unbounded 
scope for amusing speculation ; the admirable com- 
bination of volition and chance affords a still wider 
£eld for observant interest : indeed, some philosophical 
players make the rubber a fertile field for the study of 
human character, for the disclosure of which it is 
proverbially favourable. 

B 2 



THEORY OF WHIST. 



The only objection brought against Whist is that, 
being played for money, it may promote gambling. 
Apart from the consideration that it is very unfitted 
for gambling purposes, the objection is untrue in 
fact. Good players, generally, like to play for 
stakes high enough to define well the interest taken 
in the game ; but the idea of gain, which is the 
essential feature of gambling, enters as little into the 
mind of a Whist as of a Chess player. We have 
sometimes heard of what are called ■ professional' 
players, who play with this object ; but, we believe, 
they are generally given a wide berth in good 
society. 

Whist has always been a favourite pursuit of great 
men. The most philosophical novelist of modern 
times uses it to illustrate his profound speculations ; 
and we have heard an eminent scholar and writer 
declare he considers it a revelation to mankind ! 
But we have the vox populi also in its favour ; for 
does not the proverb represent the clever successful 
man as 'playing his cards well?' 

Considering the great popularity of Whist in this 
country, and the extent to which it is played in all 
classes of society, it is really astonishing to find how 
few people take the pains to play it well. It has 
been remarked, by writers on the subject, that good 
players are very seldom to be met with, fine ones 



INTRODUCTION. 



5 



scarcely ever. And yet, how amply it repays a little 
trouble devoted to its acquisition ! 

How, then, is this strange deficiency to be ac- 
counted for ? Simply because people do not gener- 
ally admit that Whist, like other branches of 
knowledge, requires study. It is commonly supposed 
that, after acquiring the simple construction of the 
game, practice alone will suffice to make a good 
player. This is a great mistake, as experience abun- 
dantly shows. We continually meet with persons 
who have played Whist all their lives ; and yet who, 
though they may bring to bear on their play great 
observation, memory, and tact, play on so entirely 
different a system to that sanctioned and practised 
by real experts in the game, as scarcely to be fit to 
sit at the same table with them. 

We have already alluded to the wonderful 
variety to be found in the game of Whist ; and we 
may now add that this variety is manifested, not 
only in the distribution of the cards — which is 
the work of chance — but also in the playing 
of them, which depends on the human will. It is 
with this latter element that we have now more 
especially to do. 

Although the construction of the game is so simple 
that it might be defined in a few words, and learnt 
by a child in a few minutes, yet such is the amazing 



6 



THEORY OF WHIST. 



scope it gives for individuality of play, that the same 
deal, or even the same hand of cards, might be 
Dlayed in an immense number of different ways, 
according to what the player's notions of good and 
bad play might be. And this variety involves modes 
of treatment so different in their character and 
principles, as really to merit the name of distinct 
games. Thus we often hear it said, L Such a man 
plays a game quite different from mine and we 
find 1 the old-fashioned game', 1 the modern game,' 
i the domestic game,' 1 the club game,' ' the scien- 
tific game,' and so on, all spoken of as if they were 
separate things, agreeing only in the primary fea- 
tures which distinguish Whist from other games at 
cards. 

Now it is a very natural enquiry, whether, among 
so many various modes and systems, differing so 
widely from each other, there is any one in particular 
which may be identified and defined as superior to 
the others, and which consequently ought to be pre- 
ferred for study ? If so, what is this system ? What 
is the theory on which it is based ? And on what 
grounds does its superiority rest ? 

It is the object of the present essay to endeavour to 
answer these questions. 

In the first place, is there any particular mode of 
playing Whist, which is so distinct from and so 



INTRODUCTION. 



7 



superior to all others, as to merit being distinguished 
as the best game ? It is very common to hear this 
denied, particularly by inferior players, who will 
argue that opinions vary, that they think their own 
system as good as other people's, and so on. If by 
this they mean (as some of' them do) that they con- 
sider the game chiefly as one of chance, and that 
their amusement is as much promoted by one mode 
of playing as another, we have nothing to say to 
them, except to suggest that ' Beggar my neighbour » 
or ' Pope Joan ' would be games better adapted to 
their capacities. But there are others more worthy of 
attention, who object to all rules and systems what- 
ever, declaring that the play ought to be determined 
by the player's judgment and will alone; and the 
objection is usually backed by the assertion, that 
play on any fixed system is often unsuccessful, which 
is, of course, only the necessary consequence of the 
large entrance of chance into the game. Self-taught 
players are extremely confused in their notions on 
this point. When they see good play fail to win, 
they will point out, with amusing ex post facto dis- 
crimination, how much more fortunate some other 
course would have been. But when good play does 
succeed, and especially when some clever master- 
stroke may have annihilated for them a hand 
of good cards, they will complain 1 how cross the 



8 



THEORY OF WHIST. 



cards run,' as if the whole were entirely due to 
accident ! 

The fact is, that, like almost everything else that 
may be done in different ways, there is a best way 
of playing Whist ; and, although a very wide latitude 
may always be left for individual judgment and skill, 
yet the existence of a system of play, preferable to all 
others, is sufficiently proved by its acknowledgment 
by all the best writers and the best players, and by a 
tolerably near agreement, among all these authorities, 
as to what this system is. 

The immortal Hoyle appears to have been the 
first to perceive, a century and a quarter ago, that 
Whist was capable of being reduced to a scientific 
and logical system, of high intellectual merit; and 
although his descriptions are somewhat obscure (as 
might naturally be expected in the first efforts to 
describe a complicated new discovery) yet careful 
and persevering examination enables us to trace 
clearly in them the general nature of the system he 
founded. This has been adopted in its general 
form by all succeeding writers and players of emi- 
nence ; and, as might be expected, the constantly 
progressive experience of so long a period, and 
the attention devoted to the game by many power- 
ful minds, have gradually developed the system 
into a more complete and perfect form, and have 



INTRODUCTION. 



9 



added to it modern improvements of much interest 
and value, tending still further to raise the intellectual 
character of the game. 

It is this general system, therefore, which is laid 
down by almost all writers of any authority, and 
practised by almost all players whose example is 
worth following ; and we need no further proof that, 
as far as our knowledge at present extends, it is the 
best that ingenuity and skill have been able to devise.* 
It is worthy the appellation of a scientific system, on 
account of the elevated reasoning it involves ; and, 
on this account, combined with the fact that some of 
its features are of late invention, we shall designate 
it as i The Modern Scientific Game.' 

This system, as we have already said, essentially 
requires to be learnt and studied. It has been the 
result of long combined experience, and careful and 
intricate deduction, and it is scarcely possible for 
any one individual to arrive at the knowledge of it 
by his own practice, however extended, or his own 
judgment,- however shrewd ; and he must therefore 
be content to be taught it, as students in other scien- 
tific branches of knowledge are. 

* From actual trials, extending over a long period, the 
Author has seen reason to infer that the systematic combined 
game, explained in this treatise, gives an advantage, in the 
long run, over unsystematic separate play, of about half a 
point in each rubber. 



10 



THEORY OF WHIST. 



There has hitherto, however, been a great defect 
in the manner of teaching this system. It has been 
the invariable custom to lay down practical rules 
and directions for play, sometimes in their naked 
simplicity, and sometimes accompanied with more or 
less argument or explanation (as done to a certain 
extent originally by Hoyle and Mathews), but always 
leaving the student to extract for himself, from this 
mass of detail, the general principles on which these 
rules were based. Just as if a student of chemistry 
were put into a working druggist's shop, and ex- 
pected to acquire all his knowledge of the science, by 
inference, from the operations he was taught to carry 
Dn there. 

In other words, no attempt has ever been made 
to work out or to explain the fundamental thebi^y of 
the game ; and, believing that the thorough under- 
standing of this is the best possible preparation for 
using the rules aright, and for acquiring an intelligent 
style of play, we propose to state this theory some- 
what fully, and to show how it becomes developed in 
the shape of practical rules. 

But, before entering on this, it will be advisable to 
explain the meaning of some of the principal tech- 
nical terms we shall have to employ. 



21 



CHAPTER IX, 

EXPLANATION OF TECHNICAL TERMS USED IN THE 
MODERN SCIENTIFIC GAME. 

Bring in. See Establish. 

Command. — You are said to have the command of 
a suit when you hold the best cards in it. If you 
have sufficient of them to be able to draw all those in 
the other hands (as would probably be the case if you 
had ace, king, queen, and two others), the command is 
complete ; if not, it may be only partial or tempo- 
rary. Commanding cards are the cards which givo 
you the command. 

Conventional signals are certain modes of play 
designed purposely, by common consent, for the 
object of conveying information to your partner. 
The principle was sanctioned by Hoyle, and several 
of them are established and legalised in the modern 
scientific game ; as, for example, the signal for 
trumps ; the return of the highest from a short 
suit ; playing the lowest of a sequence ; discarding 



12 



THEORY OF WHIST. 



the highest of a suit of which you have full 
command, and so on. 

Discard. — The card you throw away when you have 
none of the suit led, and do not trump it. In the 
modern game, your first discard should be from a 
short or weak suit. 

Establish. — A suit is said to be established when 
you hold the complete command of it. This may 
sometimes happen to be the case originally, but 
it is more common to obtain it in the course of the 
play by 1 clearing' away the cards that obstructed 
you, so as to remain with the best in your hand. It 
is highly desirable to establish your long suit as soon 
as you can, for which purpose not only your adver 
saries' hands, but also your partner's, must be cleared 
from the obstructing cards. 

When your suit is once established, if the adver- 
saries' trumps are out, and you can get the lead, it is 
obvious you may make a trick with every card of it 
you hold ; and this is called bringing it in. 

The establishment and bringing in of long suits 
form the great distinguishing features of the modern 
scientific game. 

False card is a card played contrary to the 
established rules or conventions of the game, and 
which therefore is calculated to deceive your partner 
as to the state of your .hand ; as, for example, 



TECHNICAL TEEMS. 



following suit with the highest or middle card of a 
sequence, or throwing away other than your lowest 
card. The play of false cards without very good rea- 
son is characteristic only of hopelessly bad players. 

Finessing is an attempt, by the third player, to 
make a lower card answer the purpose of a higher 
(which it is usually his duty to play) under the hope 
that an intermediate card may not lie to his left 
hand. Thus, having ace and queen of your partner's 
lead, you finesse the queen, hoping the fourth player 
may not hold the king. Or if your partner leads a 
knave, and you hold the king, you may finesse or pass 
the knave, i. e. play a small card to it, under the hope 
that it may force the ace. The word is sometimes ap- 
plied to cases where it is certain the inferior card will 
answer the purpose intended ; as, for example, where 
the left hand has already shown weakness. But this is 
clearly a misuse of the term, for unless there is a 
risk of the card being beaten, it is only ordinary play, 
and can involve no finessing — properly so called. 

You are said to finesse against the intermediate 
card, and sometimes also against the person who 
holds it ; but as by the nature of the case it should be 
unknown where the card lies, the latter meaning is apt 
to create confusion. The person against whom you 
act is more correctly the fourth player. 

Forcing means obliging your partner or your 



14 



THEORY OF WHIST. 



adversary to trump a trick, by leading a suit of 
which they have none. 

Guarded second, or second-best guarded, is the 
combination of the second-best card for the time 
being, with a small one to guard it against being 
taken by the best ; as, for example, king and a small 
one originally, or knave and a small one when the 
ace and queen have been played. 

This combination is an important one, having an 
advantage analogous to that of the tenace ; namely, 
that if the suit is led by your left-hand adversary, 
you are certain (bar trumping) to make your second- 
best card. 

Honours are the ace, king, queen, and knave of 
trumps; the term, however, is often applied to the 
same cards in plain suits. The ten and nine are 
sometimes called semi-honours. 

Leading through, or up to. — The person who leads 
is said to lead through his left hand adversary, and 
up to his right hand one, such being the direction in 
which the play runs. 

Long cards are cards remaining in one hand when 
all the rest of that suit have been played. 

Jjong suit. — One of which you hold more than 
three cards. See Strength. 

Loose card means a card in hand of no value, and 
consequently the fittest to throw away. 



TECHNICAL TERMS. 



15 



Make. — To make a card means simply to wm a 
trick with it. 

Master card, or best card, means the highest card 
in at the time. Thus, if the ace and king were out, 
the master card would be the queen. This is some- 
times also called the £ king card,' a name likely to 
cause confusion. 

Opening. — Term borrowed from chess, to denote 
the system on which you commence or open you? 
game when you get your first lead. 

Plain suits are the three suits not trumps. 

Re-entry. — A card of re-entry is one that will, by 
winning a trick, bring you the lead at an advanced 
period of the hand. 

Renounce. — When a player has none of the suit 
led he is said to renounce that suit. 

Revoke. — If he fails to follow suit when he has 
any of the suit, he revokes, and incurs a serious 
penalty. 

Ruffing is another word for trumping a suit of 
which you have none. 

Score. — The counting or marking of the progress 
of the game. Attention to the score, which is very 
necessary in playing, refers not only to the progress, 
but also to the prospects of the game, as evidenced 
by the tricks made and honours held in the current 
hand. 



18 



THEORY OF WHIST. 



Seesaw, or saw, is when each of two partners 
ruffs a different suit, so that they may lead alternately 
into each other's hands. 

Sequence. — Any number of cards in consecutive 
order, as king, queen, and knave. The ace, queen, 
and ten would form a sequence if the king and knave 
were out. 

A tierce is a sequence of three cards ; a quart of 
four; and a quint of five. 

A head sequence is one standing at the head 
of the suit in your hand, even though it may 
not contain the best card. A subordinate sequence 
is one standing lower down, and it is an inter- 
mediate sequence if you hold cards both higher and 
lower. 

Short Suit. — One of which you hold originally 
not more than three cards. See Strength. 

Signal for Trumps. — Throwing away, unnecessarily 
and contrary to ordinary play, a high card before a 
low one, is called the signal for trumps, or asking for 
trumps ; being a command to your partner to lead 
trumps the first opportunity — a command which, in 
the modern scientific game, he is bound to obey, 
whatever his own hand may be. 

Singleton. — A French name for one card only of 
a suit. 

Strength, Strong Suit, Strong Hand. — These are 
terms which it is highly essential to have clearly de- 



TECHNICAL TEEMS. 



17 



fined, as their interpretation lies at the root of the 
theory of the modern scientific game. 

The cards of any suit contained in your hand may 
vary in two different ways ; as regards number, and 
as regards rank. 

As regards number of cards — as there are thirteen 
cards to divide among four persons, it is clear that 
three cards or less will be under the average, while 
four cards or more will be over the average due to 
each person. 

Again, as to rank, the middle card of a suit is 
the eight; any cards you hold above this may be 
considered high cards ; any below, low cards. 

Now, it has been the habit to use the terms 
strength and weakness, as applied indiscriminately to 
either number or rank — a practice which, though 
no doubt it may be defended analogically, is yet 
calculated to cause great confusion in the mind of the 
student, inasmuch as the two things must be very 
differently regarded in any scientific system of play. 
If, for example, a strong suit has been spoken of, it 
might mean either one in which you possess a large 
number of cards (as, say, the two, three, four, five, six, 
and seven), or in which you hold only a few very high 
ones, as, say, ace, king, and queen ; the former being 
numerical strength, the latter strength of rank. 

This twofold meaning has, however, become so 
firmly implanted in Whist nomenclature that it would 
c 



18 



THEORY OF WHIST. 



be useless to attempt to eradicate it. All we can do 
is to endeavour to get a little more perspicuity by 
using as much as possible the term long suit to indi- 
cate strength in numbers, leaving the word strong to 
apply chiefly to high cards. 

Thus any suit of which you hold four or more 
will be called a long suit, being longer than the 
average. Any suit of three or less will be called a 
short suit, being shorter than the average. 

When we speak of a strong suit, we shall generally 
refer to one containing cards of a higher than average 
rank, and of a weak suit the contrary. 

A long suit will naturally have a greater chance of 
containing high cards than a short one, and this is pro- 
bably the reason why the confusion of terms has arisen. 

A strong hand is difficult to define, further than as 
one likely to make many tricks; a weak one the 
contrary. The terms are often misused when parts 
of the hand only are referred to ; as, for example, 
when you are advised to ' lead up to the weak hand,' 
which merely refers to a hand weak in the particular 
suit you lead. 

Strengthening play is getting rid of high cards in 
any suit, the effect of which is to give an improved 
value to the lower cards of that suit still remaining 
in, and so to strengthen the hand that holds them. 
Strengthening play is most beneficial to the hand that 
is longest in the suit. 



TECHNICAL TERMS. 



19 



Tenace. — A tenace, in modern Whist,* is under- 
stood to mean the combination, in the same hand, of 
the best and third best card for the time being of any 
suit ; as, for example, the ace and queen originally, or 
the king and ten when the ace and knave have been 
played. 

The advantage of this combination is that, if you 
are fourth player in the suit, you will certainly (bar 
trumping) make two tricks in it ; and it is therefore 
much to your interest that the suit should be led by 
your left-hand adversary. 

The word has nothing to do with ten and ace ; it 
probably comes from the Latin tenax, the policy 
being to hold back the suit containing the tenace 
rather than to lead it. 

A minor tenace is the combination of the second 
and fourth best cards. 

Under-play usually signifies keeping back best 
cards, and playing subordinate ones instead. This is 
sometimes advantageous in trumps, or in plain suits 
when strong in trumps, or when trumps are out; 
but it requires care and judgment to avoid evil 
consequences from deceiving your partner, and from 
having your best cards subsequently ruffed. 

Weakness, Weak Suit. See Strength. 

* The older writers, as Hoyle and Mathews, use this word 
as referring rather to the position than the cards ; but the 
meaning in the text is the more modern one. 

c 2 



20 



CHAPTER III. 

THEORY OF THE GAME. 

The basis of the theory of the modern scientific game 
of Whist lies in the relations existing between the 
players. 

It is a fundamental feature of the construction of 
the game, that the four players are intended to act, 
not singly and independently, but in a double combi- 
nation, two of them being partners against a partner- 
ship of the other two. And it is the full recognition 
of this fact, carried out into all the ramifications 
of the play, which characterises the scientific game, 
and gives it its superiority over all others. 

Yet, obvious as this fact is, it is astonishing how 
imperfectly it is appreciated among players generally. 
Some ignore the partnership altogether, except in the 
mere division of the stakes, neither caring to help 
their partners or be helped by them, but playing as 
if each had to fight his battle alone. Others will go 
farther, giving some degree of consideration to the 
partner, but still always making their own hand the 
chief object ; and among this latter class are often 



THEORY OF WHIST. 



21 



found players of much skill and judgment, and who 
pass for great adepts in the game. 

The scientific th 2ory, however, goes much farther. 
It carries out the community of interests to the 
fullest extent possible. It forbids the player to 
consider his own hand apart from that of his partner, 
but commands him to treat both in strict conjunc- 
tion, teaching him, in fact, to play the two hands 
combined, as if they were one. For this object the 
two players enter into a system of legalised corre- 
spondence established for the purpose, by which each 
becomes informed to the fullest extent possible of the 
contents of his partner's hand, and endeavours to 
play in such manner as is best for the combination. 
The advantage of this combined principle is almost 
self-evident ; for suppose it carried to an extreme by 
each partner seeing the other's cards : no one could 
doubt the resulting advantage ; and the modern 
system is as near an approach to this as the rules of 
the game will permit. There are, however, two 
objections sometimes brought against it which deserve 
brief notice. 

First, it is said that you might often play your 
own hand to more advantage by treating it in your 
own way, and that the combined principle may lead 
you to sacrifice it. But this objection is merely 
founded on a misapprehension as to how the principle 
is applied ; for a study of the resulting system will 



22 



THEORY OF WHIST. 



show that it is calculated fully to realise any advan-* 
tages your own hand may possess, while the cases in 
which sacrifice is required are only those in which 
the joint interest is indubitably promoted thereby. 
Then, secondly, it is objected that all indications 
given to your partner may also be seen by the oppo- 
nents and turned against you ; and it is sometimes 
argued that by enlightening in this way two enemies 
and only one friend you establish a balance to your 
disadvantage. But this involves a confusion in reason- 
ing ; for, if the opponents are equally good players, 
they will adopt the same system, and the positions 
must be equal; and if they are not good players, 
they will be incapable of profiting by the indications 
you give, and the whole advantage will rest with you. 
Besides, even good players seldom pay so much heed 
to their opponents' as to their partner's indications, 
the attention being always most prominently directed 
to the partner's play. It would be more logical to put 
the argument in another form, and to say that, if you 
play obscurely, you are in constant danger of getting 
obstruction instead of help from your partner, which 
would give you three opponents to fight single-handed.* 

* One of our best modern players calls it a 1 golden maxim 
for Whist,' that 'it is of more importance to inform your 
partner than to deceive your adversary,' and adds that 1 the 
best Whist player is he who plays the game in the simplest 
and most intelligible way.' 



THEORY OF WHIST. 



The fact is, however, that the general adoption of 
the principle should by no means supersede the 
exercise of judgment in its application. W e shall 
hereafter point out that the individual qualifications 
of the various players should have an important in- 
fluence on the mode of play ; and a practised player 
will soon learn to discriminate cases where it may be 
more proper to withhold information than to give it. 
Such cases are of constant occurrence, but they do 
not affect the general advantage of the combined 
principle, which is sufficiently established by the fact 
that it is the result of long experience, is practised 
by the best players, and is recommended by the first 
authorities on the game. 

Now, in order that the two hands may be managed 
conjointly to the best advantage, it is requisite that 
each partner should adopt the same general system of 
treating his hand. For it is clear that if one player 
prefer one system, and the other a different one, such 
cross purposes must render any combination imprac- 
ticable. It is necessary, therefore, here to explain 
somewhat fully what the different systems are, on 
which a hand may be treated, and to show w.hich of 
them is considered the preferable one for adoption. 

The object of play is of course to make tricks, 
and tricks may be made in four different ways : viz. 



24 



THEORY OF WHIST. 



1. By the natural predominance of master cards, 
as aces and kings. This forms the leading idea of 
beginners, whose notions of trick-making do not 
usually extend beyond the high cards they have 
happened to receive. But a little more knowledge 
and experience soon show that this must be made 
subordinate to more advanced considerations. 

2. Tricks may be also made by taking advantage 
of the position of the cards, so as to evade the higher 
ones, and make smaller ones win ; as, for example, in 
finessing, and in leading up to a weak suit. This 
method is one which, although always kept well 
in view by good players, is yet only of accidental 
occurrence, and therefore does not enter into our 
present discussion of the general systems of treating 
the hand. 

3. Another mode of trick-making is by trumping ; 
a system almost as fascinating to beginners as the 
realisation of master cards ; but the correction of 
this predilection requires much deeper study. 

4. The fourth method of making tricks is by 
establishing and bringing in a long suit, every card 
of which will then make a trick, whatever be its 
value. This method, though the most scientific, is 
the least obvious, and therefore is the least practised 
by young players. 

Now the first, third, and fourth methods of making 



THEORY OF WHIST. 



25 



tricks, may be said to constitute different systems, 
according to either of which a player may view his 
hand and regulate his play. An example will make 
this quite clear. 

Suppose the elder hand, having the first lead, re- 
ceives the following cards : — 

Hearts (Trumps) Q. 9, 6, 3. 

Spades . . Kg. Kn. 8, 4, 3, 2. 

Diamonds . . A. Kg. 

Clubs . . Q. 

He may adopt either of the three above-named 
views in regard to his hand, and the choice he makes 
will at once influence his first lead. 

If badly taught, he will probably adopt the first 
system, and lead out at once his ace and king of 
diamonds. 

Or if he peculiarly affect the trumping system, he 
will lead out the queen of clubs, in hopes of ruffing 
the suit when it is led again. 

But if he is a more advanced player, he will, at 
any rate for his first lead, adopt the fourth method ; 
he will lead the smallest of his long suit of spades, 
knowing that if he can ultimately establish it and 
bring it in, he must make several tricks in it. 

The importance of a correct choice between the 
three systems consists principally in the fact alluded 
to above, that it directly influences the first lead, or 



26 



THEORY OF WHIST. 



what we may call (in analogy with chess) the opening 
of the game. For on the combined principle of 
action, the first lead is by far the most important one 
in the whole hand, inasmuch as it is the first and 
most prominent intimation given to your partner as 
to the cards you hold. He will, if he is a good player 
observe with great attention the card you lead, and 
will at once draw inferences from it that may perhaps 
influence the whole of his plans. And hence the 
nature of the opening you adopt is of the greatest 
consequence to your joint welfare. And it is clear 
that, however your play may vary in the after part 
of the hand, you must, as a general principle, adopt 
always the same opening, or it will be impossible for 
your partner to draw any inferences from it at all. 

Let us, therefore, consider how the choice between 
the three systems of play is determined. 

We may dismiss the first, or master-card system, 
very briefly. It is evidently not good at once to lead 
out master cards of a suit of which you hold only a 
few ; for the reason that you can probably make them 
whenever anyone else leads it, and that they will then 
serve as 4 cards of re-entry,' to procure you additional 
leads at a future period of the hand, which then be- 
come peculiarly valuable, owing to the increased 
information you have obtained. Hence the master- 



THEORY OF WHIST. 



27 



card system, though often of great use, must not be 
the one by which the opening of the game 13 deter- 
mined. 

Between the two other systems, however, the choice 
is not so clear. It is by no means easy to prove 
which of them, if pursued systematically, w T ould in 
the long run be the most advantageous as regards 
the single hand; to demonstrate this would require 
the study of almost infinite combinations of chances. 
But there is a conclusive argument in favour of the 
fourth or long-suit system ; namely, that, treated 
as a form of opening, it is the only one which adapts 
itself favourably and conveniently to the combination 
of the hands. 

The difficulties in the combined use of the trump- 
ing system would be very great. In the first place, it 
would not often happen that your hand contained a 
suit of one card only : you might have none of a suit, 
when you could not lead it ; your minimum might 
be two, when the policy would be doubtful ; or three, 
when it would be useless. Hence there would be 
no uniformity in your opening ; it would be always 
equivocal, and would consequently give your partner 
no information. Then, after leading a single card you 
could not yourself persevere in your system, or do 
anything more to further it ; as your next lead must 
be on some other ground — a complexity which would 



28 



THEORY OF WHIST. 



effectually prevent favourable combined action. And, 
thirdly, your plan would be so easily overthrown by 
the adversaries leading trumps, which, if they knew 
your system, a very moderate strength would justify 
them in doing, to your utter discomfiture. 

The long suit opening is free from all these ob- 
j actions. It is uniformly practicable, as every hand 
must contain at least one suit of four cards ; you can 
persevere in your design every time you get the lead, 
whether your partner can help you or not ; your 
indications to your partner are positive and un- 
mistakeable ; and the adversaries are almost power- 
less to offer you any direct obstruction — their only 
resource being to bring forward counter-plans of 
their own. 

It is sometimes alleged against the long suit open- 
ing, that in many cases it cannot be followed to its 
conclusion, from the strength of trumps being 
against you, or from untoward fall of the cards. 
But even in this case it is still the safest, as, though 
it may not succeed for yourself, it is the way least 
likely to help your adversary, and indeed it furnishes 
you always with the best means of obstructing him, 
by forcing his hand. And it must be recollected that 
its adoption as an opening does not bind you always 
implicitly to follow it up, or in the least prevent you 
from making tricks, in the after-part of the hand, by 
any of the other modes, it you should find it to your 



THEORY OF WHIST. 



29 



interest to do so. Any master-cards you possess will 
take care of themselves ; and if you are short of a 
suit, and wish to trump it, you have only to wait 
till it is led by some one else, and you attain your 
object without misleading your partner. 

Thus the long suit system has not only peculiar 
benefits of its own, but it permits full advantage 
being taken of the other systems also, and, used as an 
opening, is in all cases the safest play. To this we 
may add that it has characterised the scientific game 
ever since it was invented ; it has stood the test of 
long experience ; and is universally adopted by the 
best authorities we have. At the same time, by the 
more recondite and scientific character of the play 
it admits of, it is preferred by all eminent players, as 
calling into operation the highest intellectual and 
reasoning powers, and thereby greatly ennobling the 
game. 

Accepting, therefore, this system as the preferable 
one, we are now able to enunciate the fundamental 
theory of the modern scientific game, which is — 

That the hands of the two partners shall not be 
played singly and independently, but shall be com- 
bined, and treated as one. And that in order to 
carry out most effectually this principle of combi- 
nation, each partner shall adopt the long suit system 
as the general basis of his play. 



30 



CHAPTER IV. 

DEVELOPEMENT OF THE THEORY. 

We now proceed to explain how this theory ia 
developed into a practical shape ; and this we must 
divide off under several heads. The most import- 
ant is 

Its Influence on the Management of Trumps. 

The treatment of trumps is a great puzzle to ill- 
taught players, who generally use them in the wild- 
■-est and most unskilful way. To play them in detail 
to the best advantage always requires much judg- 
ment, even in the most educated ; but the general 
principles of their management are easily and clearly 
determined by our theory, as we shall endeavour to 
show. 

Trumps may be used for three distinct purposes — 
namely, 

1. To play as ordinary or plain suits. This use, 
however, ignores their higher or special value, and 
ought therefore to be made quite subordinate to the 
other two. 



DEYELOPEMENT. 



31 



2. To make tricks by trumping. 

3. To aid in making your own or your partner's 
long suits or high cards. 

The theory we have enunciated points clearly to 
the third use of trumps as the highest and most 
•scientific, and accordingly this application of them 
is always the most prominent in the scientific game. 
It is obvious that the chief obstacle to making 
long suits is their being trumped by the adversary ; 
and that therefore the advantage will be with that 
party who, having predominant strength in trumps, 
can succeed in drawing those of the adversaries. 

For this reason, whenever you have five trumps, 
whatever they are, or whatever the other components 
of your hand, you should lead them ; for the probability 
is that three, or at most four, rounds will exhaust 
those of the adversaries, and you will still have 
one or two left to bring in your own or your part- 
ner's long suits, and to stop those of the enemy. 
And notice, that it is numerical strength of trumps 
that is most important for this purpose, so that you 
must not be deterred from leading them, even if all 
five should be small ones ; for in this case probably 
your partner will hold honours, and even if the 
honours are all against you, you will probably soon 
bring down two together. 

And, further, you must recollect that it is no argu- 



32 



THEORY OF WHIST. 



ment against leading trumps from five, that you have 
no long suit, and that your hand is otherwise weak ; 
for it is the essence of the combined principle that you 
work for your partner as well as yourself, and the 
probability is that if you are weak, he is strong, and will 
have long suits or good cards to bring in. And if, un- 
fortunately, it should happen that you are both weak, 
any other play would be probably still worse for you. 

The lead of trumps is considered so important to 
the science of the modern game that, for many years 
back, a conventional signal has been introduced, by 
which, when a player wants them to be led, and 
cannot get the lead himself, he may intimate the 
fact to his partner, and call upon him to lead them. 
This signal consists simply in throwing away, un- 
necessarily, a higher card before a lower. Thus, 
suppose king and ace of some suit are led consecu- 
tively, and your two lowest cards are the seven and 
the three, the usual play is to throw away first the 
three and next the seven. But if you reverse this 
order, playing first the seven and then the three, 
this is a command to your partner to lead trumps 
immediately. It is called the signal for trumps, or 
asking for trumps; it is explained in all modern 
w r orks, and it is become a recognised arrangement in 
all the best Whist circles. 

It will also be evident that, as the success of the 



DEYELOPEMENT. 



long suit system depends so much on the early ex- 
traction of trumps by the hand strong in them, it is 
your imperative duty to return trumps immediately 
if your partner leads them, or to lead them the first 
opportunity if he signals for them. You must not 
consider your own cards; for if you agree to play 
the correct game, you are bound to do what is best 
for the combined hands, and your partner, having the 
power of conferring so great a mutual benefit, must 
not be thwarted in his design. It is the understood 
etiquette for the strong hand in trumps always to 
take precedence, and a partner who refuses to con- 
form to the rule should be 1 sent to Coventry s by all 
good players. It is an old Joe Miller in Whist circles, 
that there are only two reasons that can justify you 
in not returning trumps to your partner's lead ; i. e. 
first, sudden illness ; secondly, having none. There 
is, however, one case in which you have an option, 
and that is where your partner, in desperation, leads 
trumps from weakness, in hopes you are strong ; if, 
therefore, you are also weak, you can return them or 
not as you think best for the game. 

The foregoing remarks apply to the case of great 
numerical strength in trumps, one hand being sup- 
posed to hold five. It remains to be considered 
how trumps should be treated when you hold a less 
number. 

D 



31 



THEORY OF WHIST. 



With four trumps you are still numerically strong, 
but you have not, as in the former case, such over- 
powering strength as warrants you in leading trumps 
at all hazards. Possibly one of the adversaries may 
also hold four, or even five, in which cases you might 
be unintentionally playing his game. 

Hence with four trumps considerable discretion is 
required, their lead being only warranted by tole- 
rable strength, either of yourself or your partner, in 
other suits, in which case, even if long trumps 
remain in against you, you may manage to force 
them out and afterwards bring in your good cards. 
But if you have to lead before you can ascertain 
what your partner's hand consists of, and if you 
have a good plain suit, it is generally best to lead 
that first. 

With a short suit of trumps, i. e. with less than four, 
it is very seldom right to lead them, at the commence- 
ment of the hand, for the obvious reason that if the ad- 
versaries happen to be strong, you are playing their 
game. It can only be warranted by very strong cards 
in all other suits, by which you may, perhaps, be able 
effectively to force a strong adverse trump hand. 

Many uneducated players will lead a high trump 
from weakness, in order, as they say, to strengthen 
their partner; but this is founded on imperfect rea- 
soning. The effect of leading high or strengthening 



DEYELOPEMENT. 



cards is to benefit the hand that is longest in the suit ; 
and if you know this to be your partner's case, the play 
is right. But to do it in uncertainty is wrong, since 
it is two to one that the longest hand is not with your 
partner, but with one of the adversaries, and there- 
fore the chances are that you favour the opponents' 
game. 

Many unscientific players will also lead trumps, 
simply because their long suit is trumped, or is 
likely to be so. This also is a mistake ; for, as 
before, if the adversaries are strongest in trumps, 
you are only playing their game. 

The proper use to make of trumps when you are 
numerically weak in them, is to use them, if pos- 
sible, for ruffing. You cannot, for want of strength, 
put them to their highest use, and you must, there- 
fore, fall back upon their lower application. 

Several corollaries arise out of the foregoing prin- 
ciples of the scientific management of trumps ; for 
example : — 

It will often happen that, being second player, and 
having none of the suit led, you may be at a loss 
to know whether to trump a doubtful trick or to 
leave it for your partner. This difficulty is at once 
solved by the foregoing theory. If you are weak in 
trumps, holding, say, not more than three, trump 
without hesitation, as your trumps are of no other 

D 2 



THEORY OF WHIST. 



use, and they may probably save a commanding card 
of your partner's, which in the adversaries' suit will be 
very valuable. But if you have a long suit of trumps, 
holding four or more, pass the trick, as they are too 
valuable to risk wasting. It may even be sometimes 
advisable, in the latter case, to refuse a trick which 
is certainly against you, as your trumps will ulti- 
mately make, and you may perhaps discard advan- 
tageously. This rule is additionally useful as an 
indication to your partner. If he sees you trump 
freely second-hand, he will know you are weak ; if 
you abstain, he will infer you are strong, and his 
knowledge of either fact may be of great value to 
you both. In the latter case also your discard will 
give him very useful information. 

The greatest mischief that can be done to a strong 
trump hand is to force it to ruff, so depriving it of 
its preponderating strength. This must be borne in 
mind if you see your partner renounce a suit, when 
you must, if you know him to be strong in trumps, 
carefully avoid forcing him. If you have had no 
indication of his hand, you must form, as well as you 
can, a judgment by your own ; if you are weak, he 
may probably be strong : and hence the rule that 
you must not force your partner when you are weak 
in trumps yourself until you are satisfied that your 
doing so will not harm him. 



DEYELOPEMENT. 



37 



These principles also teach you how best to oppose 
a strong adverse trump hand, and to seek to diminish 
the advantages it gives over you. In this case you 
have first carefully to avoid leading trumps, which is 
the adversaries' game ; and, secondly, you must force 
the adverse strong hand to ruff whenever you can. 
By this means, if persevered in, you may perhaps 
succeed in neutralising the opposing strength, and so 
in making your own good or long cards, although 
the chances are generally against you. At any rate, 
you can endeavour to make use of your trumps for 
ruffing before they are drawn. 

Many players, when weak in trumps, will lead 
through an honour turned up, without any other motive 
than to give their partner a supposed trifling advan- 
tage in making a trick with them. This is a delusion, 
and is moreover entirely at variance with the prin- 
ciples of the modern game, inasmuch as it debases 
the trumps to their lowest use. But its worst fault 
is that it entirely misleads your partner, who, if he 
plays properly, will imagine you to be strong, and 
by returning them probably destroy your joint game. 

Again, if you have great numerical strength in 
trumps you should never hesitate to lead them up to 
an honour. It is true your partner, being obliged 
to play his best, may possibly lose a high card, but 
this will be rather to your advantage than otherwise, 



3*1 



THEORY OF WHIST. 



as it will strengthen your hand and give you earlier 
the entire command. If you abstain from leading them, 
your partner may imagine the strength to be against 
him, and will play accordingly, and thus the immense 
advantage of your strong trumps may be lost. 

Such are the chief practical principles in regard to 
trumps, deducible from the scientific modern theory. 
It will be seen they are a powerful engine for the 
advantageous working of plain suits, and that they 
require to be played with great care. In fact, the 
way in which a player manages his trumps will 
always form the surest index of the extent of his 
knowledge of the game. 

Management of Plain Suits. — Long Suit Lead. 

We now go on to show the general application of 
the scientific theory to the play of suits not trumps, 
or, as they are called, plain suits. 

Supposing you have first lead, not being very 
strong in trumps, but having a long suit in your 
hand. Adhering to the established mode of 1 open- 
ing,' you lead from your long suit, thereby at once 
informing your partner what is the chief compo- 
nent of your hand. He will recollect this, and 
as it is his duty to return your lead hereafter, and 
your interest to persevere in your suit, you will have 



DEVELOPEMENT. 



S9 



the opportunity of ' making' any good cards in it 
which the joint hands may contain, and you may 
probably after three rounds be left with one or two 
long cards of it in your own hand. These long 
cards will then become very valuable ; if the trumps 
can be extracted from the adverse hands, and you 
can get the lead, either by a trump or a card 
of re-entry, they will make certain tricks : if any 
trumps remain against you,, the long cards may be 
made powerful weapons of offence by forcing them 
out ; so that in either case the system of play will be 
advantageous for you. 

Next comes the question, What card should you 
lead from your long suit? To answer this fully 
would involve more detail than we purpose to go 
into here, but there are some prominent considera- 
tions that will serve as guides for general practice. 

As an abstract principle, it is not good to part 
with your high cards at first, as it is very desirable 
to retain the complete command of the suit at a later 
period. Suppose, for instance, you hold ace, king, 
and three small ones : the most advantageous lead (if 
it were not for a consideration we shall enter into 
by-and-by) would be a small one ; for on the 
second round you would have the complete com- 
mand with your ace and king, being able probably 
thereby to draw all the others and pursue your suit 



40 



THEORY OF WHIST. 



to the end. When you have such command, your 
suit is said to be established, and it is evidently 
advantageous for you to get this effected as early as 
you possibly can. This principle would, therefore, 
dictate that your first lead should generally be the 
lowest of your suit. 

But there is a circumstance which considerably 
modifies the application of this principle in practice 
— that is, the risk of the suit being ruffed by the 
adversaries; — on which account it is advisable to 
depart in some measure from it for the sake of 
making your winning cards early. Thus in the above 
hand of ace, king, and three small ones, if you were 
to begin with the smallest, reserving your two high 
cards for the second and third rounds, you would 
probably have one of them trumped; for which 
reason it is good policy to play them out first, at the 
risk of delaying the establishment of your suit. 

The first-named principle will, however, always 
apply for leading trumps, and also for plain suits 
when trumps are out, as the motive for the departure 
from it then no longer exists. 

There is also another kind of exception from 
beginning with the lowest, but which directly tends 
to promote the early establishment of your suit; 
namely, when you have a high sequence, such as Q. 
Kn. 10, at the head of your hand. In this case your 



DEVELOPEMENT. 



41 



endeavour should be to force out the higher cards, 
for which purpose you lead the highest of your 
sequence, say the queen, which will be almost sure 
to force out either the ace or king ; if the other 
is also against you, you may, on another round, bring 
it out with the knave, leaving you then with the 
best card and probably with the entire command. 

Directions how these principles may be applied 
in leading from particular combinations of cards, are 
usually given in the detailed rules of play. 

Return of the Lead. 

Hitherto we have only spoken of your own pro- 
ceedings in leading. But it is now desirable to con- 
sider your partner's duty, i. e. how he is expected to 
help you in regard to the play of your long suit. It is 
not enough that he simply return your lead ; the 
efficiency of his aid will much depend on what cards 
he plays. 

The key to this lies in the fact that, as you hold 
more than the average number of cards in the suit, 
he will probably hold less ; i. e. if it is a long suit 
with you, it will be a short one with him. If you, 
for example, hold five, the chances are much against 
his holding more than three. And it follows from 
this, that the best thing he can do for the joint benefit 
is to play his cards rather with reference to your 



42 



THEORY OF WHIST. 



hand than his own, i. e. to give you the more im- 
portant part of the play in reference to the suit in 
question. 

And there are two principles deducible at once 
from our theory, which will serve for his guidance 
in this particular. 

The first is, that he must get rid of the command 
of your suit ; for we have already stated it to be 
eminently desirable you should get this early into 
your own hand, in order to establish your suit as 
soon as possible. Thus, whenever he finds he holds 
the best card in it, he must play it out, in order to 
get it out of your way. 

And then, secondly, he must adopt, in this suit, 
what is called strengthening play. The meaning of 
this term is often misunderstood, but it is exceedingly 
simple. Whenever a high card is played, its with- 
drawal promotes (in military parlance) all the lower 
cards of that suit still existing in the various hands, 
i.e. it raises each of them a step in rank ; what was 
formerly the third best becoming now the second best, 
and so on. And as it is evident that the longest 
hand will be the most likely to benefit by this pro- 
ceeding, this hand is said to be strengthened thereby, 
so that, when your partner plays out high cards of 
your long suit, even though he may not make tricks 
with them, their withdrawal will strengthen, and 



DEYELOPEMENT. 



43 



thereby benefit you. This is an important reason for 
the well known rule to play highest third hand ; you 
having led from your long suit, your partner plays 
the highest he has, not only to do his best towards 
getting the trick, but also, if he loses it, to strengthen 
your hand by getting high cards out of your way. 
This last object is entirely lost sight of by those silly 
people who feel mortified at 1 having their high cards 
taken,' as well as by those, not much less silly, who, 
when strong in trumps, object to 1 lead up to an 
honour.' 

For this reason also your partner must not 
finesse in your long suit, except with ace and 
queen the first time round, which, provided he gets 
rid of the ace soon afterwards, is considered allow- 
able. 

The principle of strengthening play must also 
guide your partner in returning your lead ; for if he 
is short in the suit (i. e. if he held not more than 
three cards originally), it will be very advantageous 
to you that he should return the highest he has left, 
and not the lowest ; he may thus either save a high 
card of yours, or may afford you a good finesse, or 
at all events he will strengthen your hand, and aid 
you in establishing your suit. Thus if your partner 
originally held king, knave, and a small one, and 
has played out his king to your first lead, when he 



44 



THE Oil Y OF WHIST. 



returns the suit lie must lead the knave, and not the 
small one. 

This duty of returning the highest of a weak suit 
is so imperative, that it has now, by universal con- 
sent of the best players, become a conventional rule, 
by adhering to which your partner may show you 
the state of his hand. If, for example, he had origin- 
ally ace, five, and four of your lead, after winning 
with the ace he must return the five and not the four. 
It matters nothing to him, but it may be all impor- 
tant to you, and violation of the rule may lose the 
game. 

It is of course possible that your partner may hold 
originally more than three of your suit. In this case 
he is, like you, numerically strong, and this should 
justify him in so far considering his own hand as to 
depart from the before-mentioned rule, and to re- 
turn his lowest. But in any case, if he happens after 
the first round of your long suit still to hold the 
best or master-card in it, he should play it out at 
once, to get it out of your way, and to prevent your 
imagining it is against you. 

It is by no means necessary that your partner 
should return your lead immediately (except in 
trumps, which he is bound to return instanter) ; on 
the contrary, it is highly desirable that the first lead 
he gets he should lead his own long suit, so as to put 



DEYELOPEMENT. 



45 



you as early as possible in possession of information 
as to his hand, in return for that he has obtained 
from yon. This will guide you to another lead 
when your own suit is stopped, and will promote 
your joint action. 

After you and your partner have both led your 
long suits, you will probably have a choice whether 
to go on with your own suit or with his. This will 
often be determined by the fall of the cards. If, for 
example, you win his lead cheaply, you should not 
return it, as you would be leading through the weak 
hand, which is contrary to principle, and the lead 
will come more properly from him. If, on the other 
hand, your partner has shown himself very weak in 
your suit, and you are also not very strong, of course 
it would be disadvantageous to go on with that, and 
you may probably do better to return your partner's. 
If your right-hand adversary has shown himself weak 
in your suit, pursue it by all means, as your partner 
ought not to return it for you. 

The foregoing explanations will show the nature 
of the mutual duties which the modern or combined 
game enjoins between yourself and your partner; for 
we need hardly add, that all we have said as to his 
duties to you, as aiding you in your suit, equally 
defines your duties in aiding him. This mutuality 
cannot be too strongly insisted on; the want of a 



46 



THEORY OF WHIST. 



proper perception of it is the great fault of many 
otherwise good self-taught players, and it is the 
hardest lesson they have to ljarn. There are 
numbers of people who can play their own hands ex- 
cellently, but who have no idea either of getting 
help from, or of affording help to their partners, and 
who must therefore lose all the benefit derivable from 
the combined game.* 

Further Remarks on the Lead. 

We have hitherto assumed that you lead from the 
longest suit you hold, which is the safe general rule ; 
but cases often occur which involve some difficulty of 
choice. For example, suppose you have five small 
cards, in one plain suit, and four with honours in 
another. The theory by no means imperatively calls 
on you to lead the former ; for it must be borne in 
mind that the rank of the cards always deserves con- 
sideration, and your leading the four suit (which is 
still a long suit) would be perfectly justifiable. 

Similarly a question might arise between four 
small cards and three good ones ; but here the case 
is different, for three cards constitute a short suit, to 

* One of our best modern players characterises playing for 
your own hand alone as ' the worst fault he knows in a Whist 
pLiyer. , 



DEVELOPEMENT. 



47 



lead which unnecessarily would be a violation of the 
theory. 

Such, however, is the infinite variety of Whist, 
that provision must be made for leading under all 
sorts of circumstances, and from short suits among 
others. For example, you may have originally no 
long suit except trumps, which you do not feel 
justified in leading ; or your own long suit may be 
trumped, and your partner may not yet have given 
you any indication what to lead for him. Leads 
from short suits, being contrary to principle, are 
called unnatural or forced leads ; it is necessary to 
be prepared for them, and the following hints may 
be of use : — 

It is good to lead up to the weak adversary, or 
through the strong one. Therefore you may pretty 
safely lead a suit in which your right-hand adversary 
has shown himself weak, or your left-hand adversary 
strong. (Indication of strength is given by the lead, 
of weakness by the play of the third and fourth hand, 
and by the discard.) Eem ember, however, that, as 
a general rule, returning your adversary's lead is to 
be avoided. 

When you are obliged to lead from a short suit, 
the general rule is to play out the highest card you 
have, to inform your partner. If you have any reason 
to know that he is long in the suit, the rule admits 



4S 



THEORY OF WHIST. 



of no exception ; but if you are doubtful on this 
point, it may be taken with some reserve. If, for 
example, you have an honour with two small ones, 
you may lead the smallest, so as to try and save the 
honour, in case of the strength lying against you. 

"When you lead in this way an unnatural or forced 
lead, your partner ought generally to know it by the 
card you play, and ought not to return it, unless he 
happens to be strong in that suit himself, when he 
may treat it as a lead of his own. 

If it is injudicious to lead from three cards, it may 
easily be inferred how much more erroneous it is for 
your first lead to be from two or one, such being, as 
we have already explained, contrary to the essential 
principles of the modern scientific game. It is quite 
possible that in certain cases such a lead may seem 
to suit your own hand ; but by adopting it you give 
up altogether the principle of the combined game : 
you make up your mind wilfully to mislead your 
partner, and run a great risk of sacrificing his hand. 
For a glance at the foregoing rules will amply show 
how essentially, if he is a well-taught player, his 
mode of play will depend on the first card he sees 
fall from you, and the inferences he draws therefrom 
as to the state of your hand. 

There is an old rule that you should not lead from 
a tenace, and this is no doubt good as regards a short 



DEVELOPEMENT. 



49 



suit; but if your tenace suit is your longest, the 
advantage of opening your game correctly is so great 
as to outweigh the other consideration. When you 
happen to be left with a tenace towards the end of 
the hand, the case is different, as you should generally 
hold it carefully back, and try to get it led up to. 

Other Applications of Theory. 

The long-suit system will furnish you with a good 
principle of guidance in the matter of discarding, 
which should always be done from short or wealc suits, 
not from long ones. The cards of the former are of 
little use ; those of the latter may be very valuable 
even to the smallest you have. The discard, prac- 
tised on this principle, furnishes a very important 
means of conveying information to your partner as 
to the state of your hand. For example : suppose 
hearts are trumps, and that one of the adversaries 
has shown strength in spades ; you lead a winning 
club, to which your partner discards a diamond; 
it is almost certain, if everybody plays properly, that 
he must be very strong in trumps, and you may play 
accordingly. The restrictions to be observed in dis- 
carding on this principle are, not to unnecessarily 
unguard good cards, and to keep a card of your 
partner's suit to return his lead. 

A word or two is necessary as to your course in 

E 



50 



THEORY OF WHIST. 



regard to your adversaries ; for it must be recollected 
you have not only to play your own and your part- 
ner's game, but you have also to defend it against 
hostile attacks, and to be able to attack the enemy 
ki turn. 

The principles dictated by the theory of the game 
in this respect are very clear, the golden rule being 
to do to them what you would not that they should 
do unto you. For example : if you find a strong 
hand of trumps declared against you, you must force 
that hand to ruff, as the best means of destroying its 
strength, while you must take the earliest opportunity 
of making your own weak trumps by ruffing before 
they are drawn, and of enabling your partner to do 
the same if he is weak also. You must generally 
be chary of returning the adversaries' leads, or of 
doing anything to aid in establishing their suits, 
of which you should avoid parting with the com- 
mand — just the reverse of the principle you 
adopt with your partner. Anything, in fact, which 
the principle of the game recommends in regard to 
your partner, you must avoid with your adversaries ; 
and, on the other hand, you may adopt, towards them, 
any kind of play which would do your partner harm. 

Communication between the Partners. 
We have alr?ady stated that the theory of the 
scientific or combined game essentially contemplates 



DEYELOPEMENT. 



51 



ihe interchange of communication between the part- 
ners to the fullest legal extent, as to the state 
and contents of each other's hands ; and as tha 
giving, obtaining, and making use of such informa- 
tion forms one of the chief characteristics of good 
play, a few additional words on the point may be 
useful here. 

In the first place, the system of play itself furnishes 
a large source of information ; for by following care- 
fully the established principles, and by avoiding wild 
and irregular play, you will certainly put your partner 
in possession of the most material facts as to your 
hand, while by carefully observing his play you will 
become possessed of similar information as to his 
hand in return. A glance through the foregoing re- 
marks will show this quite clearly. 

But, independently of this, you must adopt every 
further means in your power of giving him informa- 
tion, and there are many ways in which this may 
be done. We have already mentioned some con- 
ventional signals which, by common consent, have 
become legalised and adopted for the purpose, such 
as the signal for trumps, and returning the highest 
from a short suit ; and there are one or two others 
which may be remarked on. 

The mode of playing sequences furnishes one of these. 
Suppose, being third player, you hold king and queen; 
it is clearly immaterial, as regards the immediate 
b2 



52 



THEORY OF WHIST. 



effect, which of these two cards you play ; but, since 
you have the choice, advantage is taken of the fact 
to enable you to give your partner information, the 
rule being that you always play the lowest of the 
sequence ; so that your partner, understanding this 
convention, will at once acquire the knowledge that 
you have not the knave, but may have the king. If 
you played the king, he would erroneously infer you 
had not the queen, and this error might cause him to 
do your joint game much injury. This rule of play- 
ing the lowest of a sequence applies whenever you are 
second, third, or fourth player ; but when you lead 
different considerations come in, which require, in 
many cases, the highest of the sequence to be played. 
This is, however, perfectly well understood, and 
causes no confusion. 

There are also several other lesser means of con- 
veying information, such as by retaining the turn-up 
card as long as you can, and by particular modes of 
play in particular cases ; as, for example, if you found 
yourself at a certain period of the game with the 
best and second best cards of trumps, or of a plain 
suit when trumps were out, you would lead the 
second best, to show your partner you held the best 
also ; or, in discarding from a suit of which you have 
full command, it is a convention to throw away the 
highest, which your partner must know you would 



DEVELOPEMENT. 



53 



not do without good reason. Other devices of this kind 
will often suggest themselves in the course of play. 

And this consideration should also guide you to be 
extremely careful against doing anything which may 
mislead your partner, particularly in the manage- 
ment of your small cards ; for example, it would be 
inexcusable unnecessarily to throw away a three 
or a four if you held a two. Deceiving your partner 
is a crime which ought to be held in the greatest 
abhorrence by a Whist player. It is ranked by one 
of our greatest Whist authorities with want of 
veracity in common affairs. 1 In no other position 
in life,' says he, ' would you tell me that which is 
untrue ; and why should you do it here ? ' 

On the Degree of Strictness with which Systematic Play 
should be adhered to. 
It does not follow that because the modern scien- 
tific game involves a general system of play, this 
system i3 to be rigidly and slavishly adhered to, 
without judgment or discrimination. On the con- 
trary, one of the characteristics of a fine player is 
his ability and tact in finding out when and to what 
extent he may modify or depart from the ordinary 
rules. It is impossible to teach this, and it is 
scarcely advisable that the learner should trouble 
himself much about it; for it is far preferable to 



5i 



THEORY OF WHIST. 



show even too strict an adherence to principle than 
to depart from it wildly and unskilfully. When 
the systematic theory and practice of the scientific 
game have been fully mastered, practice and obser- 
vation will soon point out, to the intelligent student, 
the modes in which he may advantageously modify 
his play. 

The principal cause which justifies what one may 
call exceptional or irregular play, is the state of the 
score, which in Short Whist continually requires the 
most careful attention. The necessity for gaining a 
certain definite number of tricks, in order to win or 
to save the game, under peculiar circumstances of 
the hands, often gives rise to special problems, out 
of the usual category, and for which the ordinary 
system must be entirely thrown aside. If, for ex- 
ample, you score four, and have six tricks already, 
it is absurd to trouble yourself about any scien- 
tific mode of play, if by any possible means, ever 
so irregular and exceptional, you can ensure one 
trick more. And so if, at love-all, two honours 
are declared against you, and you have four tricks 
up, any kind of play will be right that will get 
you the fifth trick to save the game. Again, 
suppose the adversaries are four, and you, with 
the lead, have a bad hand. The best play is* 
in defiance of all system, to lead out your best 



DEYELOPEMENT. 



55 



trump ; for if your partner has not a very good hand, 
the game is lost; and if he has, that is the best thing 
to do. 

Towards the end of the hand, rules may be often 
advantageously laid aside and false cards played, for 
then the great scheme of play cannot be affected 
by them : it has been settled and carried out long 
before: 

There is another justification for departure from 
strict systematic play : that is, the consideration of 
the personal capabilities of your partner or your ad- 
versaries, and their degree of knowledge of the game. 
It is an essence of the scientific game, consequent 
on its mutual and combined character, that both 
partners must understand it, and must play on the 
same general principles, otherwise the mutuality 
cannot consistently be carried out. And a question 
arises from this, which often puzzles students ; i. e. 
What should you do w r hen you have a partner who 
does not understand and consequently does not play 
the scientific game ? 

This question is difficult to answer, as so much 
depends on the extent of his capabilities. It is, 
however, certain that you must considerably modify 
your play, as all the features which depend on your 
partner's appreciation of the combined game would 
be thrown away. It would be folly, for example, to 



56 



THEORY OF WHIST. 



give the signal for trumps or any other conventional 
sign if it was not likely to be understood. And the 
case would be worse if one or both of the adversaries 
happened to be observant players ; for in such case 
the more information you gave as to your hand, the 
more facility you would afford for your own defeat. 

It is impossible to give rules for such cases : some- 
times it might be politic to play for your own hand 
only ; at others you might partially help your partner 
(if you could understand his play) though he might 
not help you ; at other times you might most profit- 
ably devote your attention to thwarting your adver- 
saries. All would be a matter of judgment at the 
time. 

The only thing to be said is, that principles of 
play which depend essentially on a joint action of 
the two partners, must not inflexibly be carried out 
when one of their most fundamental conditions is 
wanting; and that, consequently, what would be 
very bad play if you had a good partner, may be 
perfectly good when you have a bad one. 



57 



CHAPTER V. 

RULES AND DIRECTIONS FOR PLAY. 

The foregoing remarks illustrate what we have 
called the Theory of the Scientific or Modern Game. 
The way in which this theory is usually brought 
into practical application is by means of Eules or 
Directions for Play ; indeed, the ordinary plan in 
teaching Whist, either personally or by books, is to 
give these rules only, either ignoring the theory 
altogether, or only allowing it to be inferred by the 
student as well as he can. 

Many collections of Rules, carried out in consider- 
able detail, will be found in the best modern works 
on Whist ; but it will be useful to give here a short 
summary of the principal ones, arranged in a con- 
venient form for reference. 

It must be explained that among such rules are 
included many which have no direct reference to the 
theory of the game, but are matters of detail, pro- 
viding for what we may call the accidents of play. 



6S 



THEORY OF WHIST. 



SUMMARY OF RULES AND DIRECTIONS FOR PLAT. 

The principles on which most of these rules are 
based will be found in the foregoing theoretical con- 
siderations. Some further explanations, together 
with notes of exceptions and other useful remarks, 
are appended in small type 

The Lead. 

Let your first or principal lead be from your best 
long suit. 

If you have two suits, each of more than three 
cards, you may prefer the one which is strongest in 
high cards ; but always avoid, if possible, an original 
lead from a suit of less than four. 

Holding in this suit ace and king, lead king first, 
then ace. 

This is preferable to beginning with the ace, as it 
may sometimes convey useful information. No good 
partner would trump your king led. 

If you hold ace, king, queen, lead king first , then 
queen, for the same reason. 

Holding king and queen, lead king. 

And, if it wins, a small one, as the ace ought to 
be with your partner. 

Holding king, queen, knave, ten, lead the lowest 
of the sequence, to induce your partner to put on the 
ace, if he lias it, and leave you Trith the command. 



PRACTICAL KULES. 



59 



Holding ace, queen, knave, lead ace, then queen. 

So as to obtain the command with the knave. If 
your partner holds the king, he ought to put it on the 
queen (if he can trust your leading from a long suit), 
so as not to obstruct your establishment of the suit. 

Holding ace and four others (not including king, 

or queen with knave), lead ace, then a small one. 

To prevent the chance of your ace being trumped 
second round. 

Holding queen, knave, ten, or knave, ten, nine, at 
the head of your suit, lead the highest. 

It is an old and well-known rule to 'lead the 
highest of a sequence.' But like many other rules, 
when the reason of it is not comprehended, it is 
often totally misunderstood and misapplied, The 
object of doing this is to prevent your partner from 
putting on the next highest, if he has it ; but there 
are many cases where you ought to desire him to 
put it on, and where, consequently, the lowest ought 
to be played — as, for example, when you hold a quart 
to a king, as before directed. In a general way the 
rule should apply only to a high sequence heading 
the suit in your own hand, and not to low or sub- 
ordinate sequences, to lead the highest of which 
would only deceive your partner without doing you 
any good. See an example in the note to the follow- 
ing rule, and also remarks on the trump lead. 

In other cases lead the lowest card of your suit. 

If you hold king, knave, ten, nine, and a small 
one, lead the nine ; if king, knave, ten, and others., 
the ten. These are exceptional combinations, 



60 



THEORY OF WHIST. 



If trumps are out before you open your suit, you 
should lead differently, keeping back your high cards. 

See the rules for trump leads, which apply in a 
great measure to this case also. 

Lead your own long suit, if you have one, before 
you return your partner's. 

Unless you happen to hold the master-card in 
your partner's suit, which you should part with as 
early as you can, to get it out of your partner's way, 
and prevent his imagining it- is against him. 

In returning your partner's lead, if you held not 
more than three cards of the suit originally, always 
return the highest you have left. 

To strengthen his hand, and as a conventional 
signal. If you originally held four, return the 
lowest, unless you have the master-card, which play 
out at once, as before directed. Also, if you happen 
to have discarded one of the four, play as if you 
had held only three. 

It is good to lead a suit in which your rig h t- 
hand adversary is weak, or your Ze/?-hand strong. 

I.e., lead up to the weak suit, or through the 
strong one. On this principle avoid, if possible, 
returning your partner's suit, if you have won his 
lead cheaply. 

(Indication of strength is given by the lead — of 
weakness by the play of third and fourth hand, and 
by the discard.) 



PRACTICAL RULES. 



61 



If obliged to lead from a suit of less than four 
cards, the general rule is to lead the highest. 

To inform your partner. If you have any reason 
to know he is long in the suit, the rule admits of 
no exception ; but if you are doubtful on this point, 
it may be taken with some reserve. For example, 
if you hold an honour and two small cards in 
a suit respecting which no indication has yet 
been given, to lead the honour might not only throw 
away a chance of making it, but strengthen one of 
your adversaries. 

Avoid leading a suit which one adversary ruffs, 
and the other discards to. 

Unless you are sure of forcing the strong trump 
hand. 

Towards the end of the hand it may often win 
you an extra trick to avoid leading from a tenace or 
a 4 guarded second,' and to try and induce your left- 
hand adversary to lead that suit for you. 

This is one of the points in which fine play is 
best shown. 

Second Hand. 

The general rule for the second hand is to play 

your lowest. 

For yous partner has a good chance of winning 
the trick ; and the strength being on your right, 
it is good to reserve your high cards (particularly 
tenaces, such as ace and queen) for the return of the 
lead, when you will become fourth player. 



THEORY OF WHIST. 



With one honour and one small card the best 
players adhere to this rule. 

The following are some of the most usual ex- 
ceptions to this rule : — 

Holding Ace and King, put on King. 
„ King and Queen, „ Queen. 
„ Ace, Queen, Knave, „ Knave. 
„ Ace, Queen, Ten, „ Queen. 

Also if you have two high cards in sequence (as 
queen and knave, or knave and ten), with only one 
other ; or if you have three high cards in sequence 
with any number, it is generally considered right to 
play the lowest of the sequence second hand. 

To help your partner in case of the third hand 
being weak. There is, however, some danger of this 
being mistaken for the signal for trumps, and your 
partner must be on his guard. 

The second round of a suit, it is generally right to 
win the trick, second hand, if you hold the best card. 

Great strength in trumps, however, which always 
warrants a backward game, may sometimes justify 
you in leaving it to your partner, particularly as 
you thereby keep the command of the adversary's 
suit. 

If an honour is led, you should generally put a 
higher honour upon it. 

But if you are strong in the su^t, you may hus- 
band your strength and play a small one. 



PRACTICAL RULES. 



63 



Do not trump a doubtful trick second hand if 
strong in trumps : if weak, trump fearlessly. 

Third Hand. 

The general rule for the third hand is to play the 
highest you have. 

In order not only to do your best to win the trick, 
but to strengthen your partner's long suit, by getting 
the high cards out of his way. 

If you have a head sequence, remember to play 
the lowest of it. 

This rule is subject, however, to the peculiar 

attribute of the third hand as regards finessing. 

To know how to finesse properly requires great 
judgment and experience, but there are a few useful 
rules of general application : — 

The first-time round of a suit, if you hold ace 
and queen, you always play the queen. 

b. With this exception, it is wrong in principle to 
finesse in your partner's long suit, as he wants the 
high cards out of his way. If you see that he leads 
from weakness, or if he leads you strengthening 
cards in your own long suit, you may finesse more 
freelv. 

<?• It is dangerous to finesse the second-time round 
of a suit, as the chances are it will be trumped the 
third time. 

d. If, however, you are strong in trumps, you may 
finesse much more freely, as your trumps may enable 
you to bring your high cards in. 



THEORY OF WHIST. 



e. "With minor tenace it is generally proper to 
finesse the second round, as the best card must 
probably be to your left; and if the third best is 
there also, both your cards must be lost in any 
case. 

/. It is of no use to finesse if the previous play 
has shown that the intermediate card, against which 
you finesse, does not lie to your right ; for in that 
case it must be either with your partner or your left- 
hand adversary, in either of which cases finessing is 
obviously useless. 

g. The advisableness or not of finessing in certain 
cases late in the hand is often determined by the Ml 
of the cards or the state of the score ; e. g. when you 
particularly want one trick to win or save the game, 
or if, from what you know of your partner's or oppo- 
nents' cards, you see you can only get one, it would 
be wrong to finesse for the chance of gaining two. 

Be careful to watch the fall of the cards from 
your left-hand neighbour, in order that, if he proves 
weak in a suit, you may avoid wasting high cards 
when small ones would suffice to win the trick over 
him. This is very necessary, as your partner is often 
likely to lead up to the weak hand. 

Fourth Hand, 

In this you have in most cases little to do but to 
win the trick as cheaply as you can. 

And recollect, if you do win it cheaply, it may 
afibrd you a hint for a good lead when you are in 
want of one. 



PKACTICAL RULE. 



65 



Cases sometimes arise, however, towards the close of 
the hand, where it is advisable not to win the trick. 
As, for example, when by not doing so you can 
force your left-hand adversary to lead up to your 
tenace, or guarded second. 

There are also cases in which it is advisable to 
win a trick already your partner's. 

As, for example, to get high obstructing cards out 
of his way, or to enable you to lead up to a weak 
hand, or otherwise to alter the position of the lead. 

Management of Trumps. 

If you have five or more trumps always lead them, 
or signal to your partner to do so.* 

As explained in the foregoing theoretical remarks. 

A trump lead from four may be warranted by 
strength, either of your own hand or your partner's 
in other suits, but always requires judgment and care. 

But if you hare a long suit to bring in, it is gene- 
rally best, with four trumps, to lead the plain suit 
first. 

A trump lead from three or less is seldom wise, 
being only justifiable by great strength in all other 

* Good players are sometimes more cautious in asking for 
trumps than in leading them. The rule given by one of the 
best modern authorities is, not to ask for trumps unless you 
hold four with two honours, or five with one honour, together 
with good cards in one of the hands. It is simpler, however, 
for learners to adhere to the rule always to lead or ask for 
trumps when they hold five. 

3? 



C6 



THEORY OF WHIST. 



suits, or by special necessity, such as stopping a cross 
ruff, &c. 

You must not lead trumps simply because your 
long suit is trumped, for if your adversaries are 
strong in them, you will only be playing their game. 

The proper card to lead from your own strong suit 
of trumps varies a little from that of common suits. 

For the latter is influenced by the chance of being 
ruffed, from which the trump suit is free, 

For this reason, unless you have commanding 
strength enough to disarm the adversaries at once, 
you play a more backward game, generally leading 
your lowest, to give the chance of the first trick to 
your partner. 

It is also often very advantageous to reserve a 
high trump to give you the lead the third time round, 
as in case of adverse strength of trumps remaining 
against you, it may enable you to force it with much 
advantage. 

If you have ace, king, queen, or any other com- 
manding sequence, lead the lowest of them first, and 
then the next lowest, and so on, to inform your 
partner. 

If you have ace, king, knave of trumps, it is 
good to lead the king and then stop, waiting for 
the return of the lead in order to finesse the 
knave. 

If your partner asks for trumps, you are bound to 
lead them, and if he leads them you are bound to 
return them, the first opportunity. 

Remembering in either case, if you had not more 
than three, to play your highest, in order to strengthen 
his hand. 



PRACTICAL RULES. 



67 



In inferring that your partner has asked for 
trumps, recollect that there are cases in which he 
may have necessarily played the higher card first : 
in the trump signal it must be played unnecessa- 
rily. 

Never lead through an honour turned up, unless 
you otherwise want trumps led. On the other hand, 
do not hesitate to lead up to an honour, if you are 
strong in them. 

As explained in Chap. IV. 

You may finesse in trumps much more deeply 
than in plain suits, 

As master cards must ultimately make. 

Ruff freely when weak in trumps, but not when 
strong. 

See directions for the Second Hand. 

It may often be advisable when strong in trumps 
even to refuse to trump a trick which is certainly 
against you, as your trumps will ultimately make, 
and you may perhaps discard advantageously. Jf 
you see your partner do this, he will probably want 
trumps led, and you must carefully avoid forcing 
him. 

Do not force your partner if weak in trumps yourself* 
At least, not until you have ascertained it will 

* One of the best modern players defines 'four trumps 
with one honour ' as sufficient strength to warrant your forc- 
ing your partner. 



68 THEORY OF WHIST. 

do him no injury; for your weakness renders it 
probable lie may be strong, when forcing may be the 
worst injury you could do. 

On the other hand, force a strong trump hand of 
the adversary whenever you can. 

Whenever you are not strong enough to lead 
trumps, you are weak enough to force your adver- 
sary. 

If, when you or your partner are leading trumps, 
one adversary renounces, yc.u should not generally 
continue the suit. 

As you would be expending two for one drawn. 
Your proper game is then to try and make your and 
your partner's trumps separately. 

It may, however, often be advisable, even under 
this disadvantage, totally to disarm the adversary, 
if you or your partner have cards or suits to bring 
in. In this case the renouncing hand should be led 
up to, rather than through. 

Similarly, if your partner renounces trumps, it is 
generally advisable to go on. 

As you draw two trumps by expending one. 

If you are dealer, retain the turn-up card as long 

as you can. 

To inform your partner ; if not, recollect it, and 
notice when it falls. "When, however, the adversaries 
are drawing trumps, it may sometimes be advisable 
to part with it unnecessarily, in order to make them 
believe you have no more. 



PKACTICAL RULES. 



G9 



General Directions, 
Sort your cards carefully, both according to suit 
and rank, and count the number of each suit, 
This will greatly assist the memory. 
If not leading, always play the lowest of a sequence. 

This is one of the modern conventional rules by 
which information is conveyed to your partner as 
to the contents of your hand, and if you have an 
observant and educated partner it must be carefully 
adhered to. 

Get rid of the commanding cards of your partner's 
long suit as soon as possible. Retain those of the 
adversaries' suits as long as you conveniently can. 
As explained in Chap. IV. 

Discard generally from short or weak suits, not 
from long or strong ones. 

For the cards of the former are of very little use, 
while those of the latter may be very valuable. 
Besides, your first discard is generally a very im- 
portant source of information to your partner. 

It is, however, sometimes worth while to break 
the rule for the sake of retaining a guard to an 
honour or second-best card, particularly in your 
adversaries' suits. 

When you have the entire command of any suit, 
it is a conventional signal for you to discard (when 
the opportunity arises) the lest card, in order to 
inform your partner. 

Thus, having ace, king, queen, and knave of a suit 



70 



THEORY OF WHIST. 



not led, you would discard the ace ; for it must be 
obvious that you would not do this unless you had 
others equally good behind. 

Discarding the second best generally intimates you 

have no more of that suit. 

You throw it away because it is not likely to 
make. 

Be careful in the management of your small cards. 

In order not to mislead your partner. Do not 
throw away carelessly a three or four if you hold 
a two. 

When your partner first renounces a suit, call his 
attention to the fact. 

As it may save a revoke. 

Keep constantly in mind the desirableness of 
affording information to your partner, of obtaining 
information as to his hand, and of playing the hands 
jointly. 

This being the essence of the modern game. 

Pay attention to the state of the score, which ought 

often to influence your play. 

Eemember that the third trick saves the game 
when honours are equal ; that the fifth saves it 
against two by honours, and the seventh against 
four by honours. Note also that the odd trick is 
twice as valuable as any other, as it makes a differ- 
ence of two to the score. Notice further, when you 
are near winning the game, how many tricks are 
wanting for that purpose. 



PRACTICAL RULES. 



71 



In all these cases it may be expedient to modify 
the usual play for the sake of getting the tricks you 
want in preference to speculating for more ; for when 
you particularly require one trick, it would be folly 
to risk it (by finessing, for example) in order to 
have the chance of gaining two. 

The state of the score may sometimes influence 
your whole plan. For example, if the adversaries 
are four, and you have a bad hand, you should lead 
your best trump, as explained in Chap. IV, 

Consider also the effect of the lead. 

It is often desirable to depart from the usual 
modes of play for the sake of gaining the lead, or of 
giving it to your partner. 

And it is also sometimes worth while even to 
throw away a trick in order to give the lead to one 
of your adversaries ; as, for example, to make them 
lead up to a tenace or guarded second. 

These two latter rules afford the principal oppor- 
tunities for fine play. 

Do not be discouraged when sound play fails of 
success, which must often occur. 



72 



THEOEY OF WHIST. 



CHAPTER VI. 

CONCLUSION. 

We have now expounded the theory of the modern 
scientific game, and shown the mode of carrying it 
out in practice. Any one who has sufficiently mas- 
tered the principles here laid down to apply them 
fluently in his play, may be called a sound 
player, and will possess by far the most important 
qualification for proficiency in the game. He will 
have immense advantages over those who do not 
play on system : for he will know what he is about, 
which they never do ; and his game will be intel- 
ligible to a good partner, whom he will be in no 
danger of thwarting, as is so often done by untaught 
players. Every good player knows too well the 
annoyance of having a partner who, through want 
of appreciation of what a good game means, will 
persist in obstructing and opposing his play, often 
to their mutual discomfiture. 

And, it is worthy of remark how much a sys- 



CONCLUSION. 



73 



tematic commencement facilitates the study of the 
game. Everybody knows how difficult it is to learn 
Whist in the ordinary unsystematic way : the pupil is 
led blindly through a course of heterogeneous rules, 
of the foundation of which he knows nothing, and 
which therefore have no meaning to him beyond mere 
empirical dicta. He must grope about for a long 
time in the dark, and can only enlighten himself by 
a gradual intuition of what the rules mean. 

But when the mode of play is shown to be a 
system, easily explained and as easily compre- 
hended, it is astonishing in how different a light 
the game appears. Its acquisition, instead of being 
laborious and repulsive, becomes easy and plea- 
sant ; the student, instead of being frightened at 
the difficulties, finds them vanish before him ; and 
even those who, having formerly practised without 
method, take the trouble of learning the system, 
suddenly see the light break in upon them, and 
soon find themselves repaid a hundred-fold in the 
increased enjoyment and satisfaction the game will 
afford them. 

It is one of the great advantages of the modern 
scientific game, and of this systematic mode of 
teaching it, that it renders Whist attractive to the 
young. It was formerly almost exclusively prac- 
tised by those somewhat advanced in life, who 



74 



THEORY OF WHIST. 



alone were supposed to have acquired sufficient 
experience and judgment to play it well. But now 
that the results of experience have been reduced to a 
systematic form, capable of being presented at once 
to the mind, and sparing the years of practice for- 
merly necessary for their induction, we find the game 
taken up as an attractive occupation by young men 
of high intellectual character, some of whom rank as 
the finest players. And it is also due to the other 
sex to say, that the introduction of the systematic 
form has been found to take from the game the 
stigma of being 1 only fit for old maids/ and to 
render it now as attractive to our daughters and 
sisters as it used to be to our aunts and grandmothers. 

But, great as is the step gained by systematic or 
sound play, something more is necessary to make 
a good player; for here other qualifications enter 
into requisition, such as observation, memory, infer- 
ence, and judgment. We must devote a few words 
to these. 

If you aspire to become a good player, you must 
observe carefully. Look constantly at the board, 
watch every card as it falls, and notice particularly 
every honour. When you are practised in this, 
extend your special notice to the tens and nines, 
which, from their importance and the different ap- 



CONCLUSION. 



75 



pearance they have from the lower cards, it has 
been found convenient to call semi-honours. AL c o 
let every original lead and renounce, or other sign 
of strength or weakness shown by each hand, impress 
itself upon your mind as it occurs. 

A good player must also exercise some effort of 
memory to recollect the fall of the cards, and the 
indications given of the state of the hands. But 
the importance of this is vastly overrated by un- 
taught players. "We often hear such expressions as 
— ' Mr. So-and-so is a first-rate player, for he can 
recollect every card out ; ' or ' I shall never play well 
— I have no memory.' These are entirely delusions. 
Memory is of infinitely less importance than correct 
play. The best memory in the world will help a play er 
very little if he does not understand and practise 
the principles of the game ; if he does, a very mode- 
rate mnemonical power will suffice for every practical 
purpose. Let no one therefore despair on this ground. 
We will give a few hints, by following which the 
necessary power may soon be acquired. 

In the first place avoid all artificial systems, such 
as placing the trumps in a particular place (which is 
perfectly childish), or any other contrivance of the 
kind, further than by carefully arranging and count- 
ing your cards at the beginning of tbe hand. Trust 



76 



THEORY OF WHIST. 



to the natural memory only, which will soon answer 
your demands upon it. 

Then do not attempt to recollect too much at once 
— go by degrees. It is totally unnecessary to recollect 
every card ; not one player in a hundred thousand 
could do that, or would desire to do it. The theory 
of the game shows us that there are some things 
much more important to attend to than others, and 
we should commence by directing the memory to 
these. For example : — 

First. Always count the trumps ; notice the honours 
as they fall ; and remember the trump card. 

Secondly. Direct your attention to your own most 
important suit, and try to recollect the fall of the 
honours in it. As soon as you can do this well, try 
also to remember the semi-honours. 

Thirdly. Extend this to your partner's suit also. 

Go as much further as you like ; but if you can do 
these, you will have done much to qualify yourself, 
as far as memory goes, for being a good player. 

Then a good player will draw inferences, from 
what he sees, as to where certain cards do or do not 
lie, and generally as to the state of the various hands. 
Few players have any idea to what an extent this may 
be carried by attentive and thoughtful observation. 
There is. not a single card played from which in- 



CONCLUSION. 



77 



formation of some kind may not be inferred ; in fact, 
as a great player expresses it, 4 Whist is a language, 
and every card played is an intelligible sentence.' 
The insight good players get into their fellow-players' 
hands appears to the unpractised almost like second- 
sight. Great skill in this can of course only be at- 
tained by great practice and great attention, combined 
with some special talent ; but every industrious and 
careful player may do much in the way of inference, 
and when he has mastered the principles of the game, 
he ought to give the subject his best study. 

The following are some examples of the way in 
which inferences may be drawn from cards played : — 

Play. Inference. 
Lead, 

{In the player's own first KB. When there is an alter- 
lead,) native, your own hand, or 

the fall of the other cards, 
will often determine it. No 
account is here taken of the 
signal for trumps, which 
will sometimes modify the 
inference to be drawn. 

Any plain suit Is the best in his hand ; he 

holds four or more of it; 
and has not five trumps. 

King. Holds also either queen or ace. 

Ace, followed by queen. Holds knave also. 

Ace, followed by a small one. Had originally five or more. 

Queen (plain suits). Holds also knave and 10 ; 

but not ace or king. 



78 



THEORY OF WHIST. 



Play. 

(In returning his Partner's 

lead.) 

Does not lead out the master 
card. 

Any card, afterwards drop- 
ping a lower one. 

Any card, afterwards drop- 
ping a higher one. 

( Generally. ) 

Forces his partner. 

Kefrains from doing so. 



Inference. 



Does not hold it. 



Has no more. 



Has more. 



Is strong in trumps. 
Is weak in them. 



Second Player. 
King (to small one led). Holds ace also, or no more. 



Queen (ditto). 
Knave (ditto). 



Any smaller card. 
Trumps a doubtful trick. 



Does not trump it 



Ace. 



Cannot win the trick. 



Wins it with any card. 



Holds king also, or ace and 
ten, or no more. 

Holds also queen and king, or 
queen and ace, or queen and 
one other only, or no more. 

Has none lower. 

Has not more than three 
trumps. 

Has more than three. 



Third Player. 

Holds neither king nor queea 

Fourth Player. 

Has no card higher than the 

one against him. 
Has no card between this and 
the one against him. 



CONCLUSION. 



79 



Plat. 



Inference. 



Second, Third, or Fourth Player. 

Has not the one next below it. 
Probably is strong in trumps, 

and wants them led. 
Is weak in that suit. 
Has the next best and the 

full command. 
Has no more. 
Signal for trumps. 



Any card. 

Refuses to trump a trick 

certainly against him. 
Any discard, generally. 
Discards the best of any suit. 



Discards the second best. 
Plays unnecessarily a higher 
card before a lower. 



When it is considered that several of these oppor- 
tunities for inference will occur in every trick, it will 
cease to be a matter of wonder what a clear insight 
skilled and observant players will, after a few tricks, 
obtain into each other's hands. 



And, lastly, a good player must apply the results 
of his observation, memory, and inference with 
judgment in his play. This cannot be taught : it 
must depend entirely on the individual talent or 
good sense of the player, and the use he makes of 
his experience in the game t This will vary im- 
mensely in different individuals, and the scope for 
individual judgment in play is one of the finest 
features of the game. 

It sometimes happens that a person who has 
qualified himself to b3 called a good player is 



80 



THEORY OF WHIST. 



further specially gifted by nature with the power to 
make master-strokes of genius and skill, which will 
then constitute him a fine player, the highest grade 
to which it is possible to attain. 

The student must, however, be careful not to aim 
at this too early; remembering always that before 
becoming a fine player he must learn to be a sound 
one, and that the only way to do this is to be sought 
in a perfect systematic knowledge of the principles 
of the game. 



APPENDIX. 



EXAMPLES OF HANDS. 

The following are a few simple hands played 
through.* They are not intended to exemplify skill, 
for, as in almost all hands, the play might admit 
of modifi cation according to the capabilities of 
the several players; — they have merely the object 
of illustrating the routine practice of some of the 
more common and important points in the modern 
game ; — such as the signal for trumps, forcing, the 
return of a suit, discarding, and so on. 

A and C are partners against B and D ; the atten- 
tion being chiefly directed to the play of the two 
former. The reader is supposed to play the elder 
hand A. The winner of each trick is marked with 
an asterisk. 

* This mode of illustrating Whist by model games was 
first suggested by the Author of the present work, in ' Mac- 
millan's Magazine' for December 1861. 

G 



S2 



THEORY OF WHIST. 



EXAMPLE t 

The object of this example is to illustrate the 
making of a long plain suit, by the aid of your 
partner's long suit of trumps ; the trump lead being 

called for by signal. 



Hearts. Kg. 8, 6, 4, 2. 
Spades. 6, 2. 
Diamonds. 9, 6, 3, 2. 
Clubs. A. 7. 



Hearts. A. Q. Kn. 

Spades. 8, 7, 5. 

Diamonds. A. 10. 

Clubs. Q. Kn. 10, 
5, 3. 



C 

Hearts Trumps. 
B D 

(Dealer) 
9 turned up. 
A 



Hearts. 9, 5, 3. 

Spades. Q. Kn. 

Diamonds. Kg. 
Q. Kn. 8, 7. 

Clubs. 9, 4, 2. 



Hearts. 10, 7. 

Spades. A. Kg. 10, 9, 4, 3. 

Diamonds. 5, 4. 

Clubs. Kg. 8, 6. 



EXAMPLES. 



83 



Trick. Play. 

I. *A King of Sp. 
B 5 
C 6 

Remark. — Having five trumps, 
C signals to have them led. A 
not seeing the 2 fall, will know- 
that some one is asking for trumps, 
and will therefore carefully watch 
the next round. 

D Knave „ 


Trick. Play. 

v. b a of a 

*C A. „ 
D 2 „ 
A 6 „ 


VI. C 4 of H. 
D 9 „ 
A 4 of Di. 
*B A. of H. 


H. *A Ace of Sp. 
B 7 „ 

C 2 „ 

Remark.— Trump signal com- 
pleted. 

D Q. „ 


VII. B Kn. of CL 
C 7 „ 
B 4 „ 
*A Kg. „ 


III. A 10 of H. 

Remark. — In obedience to 
trump signal. 

B ivn. „ 
*C Kg. „ 
D 3 „ 


VIII. *A 10 of Sp. 

Remark. — A has now brought 
in his long suit, and pursues it 
to the end. C discards his dia- 
monds. It is immaterial what 
the adversaries play. 

IX. *A 9 „ 
X. *A 4 „ 
XL *A 3 „ 
XII. *C 6 of H. 
XIII. *C 8 „ 


IV. C 2 of H. 
D 5 „ 
A 7 „ 
*B Q. „ 



The result is that A and C win a treble by cards 
against two by honours and other considerable ad- 
verse strength. 



g2 



84 



THEORY OF WHIST. 



EXAMPLE IL 

In this the elder hand (A) has the same long suit 
as before, but the strength in trumps is now given to 
the adversaries. The example is intended to illus- 
trate how a long suit, though it may not be brought 
in, may be made useful in forcing the strong adverse 
trump hand. 

Hearts. Q. Kn. 5. 
Spades. 6. 

Diamonds. A. 8, 7, 3. 
Clubs. A. Q. Kn. 7, 2. 



Hearts. A. 9, 8. Hearts Trumps. 
Spades. 8, 7, 5, 2. 33 33 
Diamonds. 9, 6, 2. (Dealer) 
Clubs. 10, 4, 3. King turned up. 

A 

Hearts. 7, 3. 
Spades. A. Kg. 10, 9, 4, 3. 
Diamonds. 5, 4. 
Clubs. Kg. 8, 0. 



Hearts. Kg. 10,6, 
4, 2. 

Spades. Q. Kn. 

Diamonds. Kg.Q. 
Kn. 10. 

Clubs. 9, 5. 



EXAMPLES. 85 



Trick. Play. 

I. *A King of Sp. 
B 2 
C 6 
D Q. 

Remark. — Commencement of 
signal for trumps. 


Trick. Play. 
VII. *C A. of CL 
D 5 „ 
A 6 „ 
B 3 „ 


viii. c q. of a. 

D 9 „ 

*A Kg. „ 

Remark.— To get rid of the 
command. 

B 4 „ 


TT it A A i? Oi 

11. *A A. oi bp. 

Remark. — Better to go on with 
epades at the risk of being trumped 
than to open a new weak suit. 
B 5 

C 3 of Di. 
D Kn. of Sp. 
Remark. —Signal completed. 


III. A 10 of Sp. 

Remark.— To force the adverse 
hand which has, by asking for 
trumps, declared itself strong, in 
them. 

B 7 „ 

C 7 of Di. 
*D 2 of H. « 


IX. A 9 of Sp. 

Remark.— Repeating the force 
to extract the last trump. 
B 8 „ 
C 8 of Di. 
*D 10 of H. 


IV. D 4 of H. 
A 3 „ 

C 5 „ 


X. D 10 of Di. 

A 5 r 

B 2 „ 
A. „ 


V. B 9 of H. 
C Kn. „ 
*D Kg. „ 
A 7 „ 


XI. *C Kn. of CL 

Remark. — The adverse trumps 
bc-ing now all forced out, C, 
having gained the lead by a card 
of re-entry, brings in his clubs, 
and makes them all. 

XII. *C 7 
XIII. *C 2 


VI. D 6 of H. 
A 4 cf Di. 
B 8 of H. 
*C Q. „ 



A and C gain 3 by cards. 



86 



THEORY OF WHIST. 



EXAMPLE III. 

The object of this is to illustrate the value of the 
discard, as a means of communicating information. 



Hearts, A. 9, 7, 6. 
Spades. 6, 2. 

Diamonds. Q. Kn. 10 9, 4. 
Clubs. 8, 3. 



Hearts. Q. 8, 5. 
Spades. Kn. 10, 4. 
Diamonds. A. 3. 
Clubs. A. Q. 9, 
7, 2. 



C 

Hearts Trumps. 
B D 

(Dealer) 
10 turned up. 
A 



Hearts. Kn. 10,3. 

Spades. 9, 8, 7. 

Diamonds. 8, 7, 
6, 2. 

Clubs. Kn. 10, 4. 



Hearts. Kg. 4, 2. 
Spades. A. Kg. Q. 5, 3. 
Diamonds. Kg. 5. 
Clubs. Kg. 6, 5. 



EXAMPLES. 



F7 



Trick. Play. 
I. *A Kg. of Sp. 

B 4 
C 2 
D 7 


Trick. Play. 
VI. B 2 of CI. 
C Q. of Di. 

Remark.— This second discard 
completes the full information as 
to B's hand. In the first place, 
having passed a doubtful trick, he 
has more than three trumps, and, 
as we have seen, he has not five, 
he must have four with three dia- 
monds. Secondly, his discarding 
the best diamond shows he has 
perfect command of the suit re- 
maining behind. 

D 10 of CI. 
*A Kg. „ 


II. *A Q. of Sp. 
B 10 „ 
C 6 „ 
D 8 „ 


III. *A A. of Sp. 
B Kn. „ 
C 3 of CI. 

Remark. — This discard at once 
gives great insight into C's hand. 
He discards from his weak suit, 
and therefore he ought to be strong 
in trumps and diamonds. But he 
has not 5 trumps or he would 
have signalled for them, and 
hence, in all probability, he has 
at least 4 or 5 diamonds. 
D 9 of Sp. 


VII. *A Kg. of H. 

Remark. — Strengthening 
trump lead, justified by the know- 
ledge gained in the last trick. 
B5 

C 6 „ 
D 3 


VIII. A 4 of H. 
B 8 „ 
*C A. „ 
D 10 „ 


IV. A Kg. of Di. 

Remark. — The spade lead 
being now unadvisable, A is jus- 
tified in acting on the information 
gained by his partner's discard, 
and leads a strengthening dia- 
mond. 

*B A. „ 
C 4 „ 

D 2 


IX. C 7 of H. 
D Kn. „ 
A 2 „ 

J-> V XJ' ,) 


X. B Q. of CL 
*C 9 of H. 

Remark, XJses the last trump 

to bring in his diamonds. 

D Kn. of CL 
A 6 


V. *B A. of CL 
C 8 „ 
D 4 „ 
A o „ 


XI. *C 9 of Di. 
XII. *C 10 „ 
XIII. *C Kn. „ 



A and C win 4 by cards. 



88 



THEORY OF WHIST. 



EXAMPLE IV. 

The object of this is to illustrate the advantage of 
returning the proper card of your partner's lead, as 
a means of conveying information. 



Hearts. 8, 5, 4. 

Spades. Kn. 5. 

Diamonds. A. Q. 
Kn. 8, 3. 

Clubs. A. Kg. 4. 



Hearts. A. 9, 3, 2. 
Spades. A. Q. 6, 2. 
Diamonds. Kg. 5, 4. 
Clubs. 6, 3. 

c 

Hearts Trumps. 
B D 

(Dealer) 
6 turned up. 
A 

Hearts. Kg. Q. 10, 7. 
Spades. Kg. 4, 3. 
Diamonds. 10, 7, 2. 
Clubs. Kn. 8, 7. 



Hearts. Kn. 6. 
Spades. 10,9,8,7. 
Diamonds. 9, 6. 
Clubs. Q. 10, 9, 
5,2, 



EXAMPLES. 



89 



Trick. Play. 

I. A 7 of H. 

Remark. — In this hand every 
plain suit is so bad to lead that 
the trump lead with such strength 
is quite justifiable. 

B 4 „ 
*C A. „ 
D 6 „ 


Trick. Play. 

IV. A 10 of Di. 

Remark. — For want of abetter 
lead, you lead up to the suit that 
has been declared weak. 
B Kn. „ 
*C Kg. „ 
D 9 „ 


V. C 2 of Sp. 
D 7 „ 
*A Kg. „ 
B 5 „ 


II. C 2 of E 

Remark. — From this card re- 
turned, C must either have four 
or no more. 

D Kn. „ 
*A Q. „ 
B 5 „ 


VI. A 4 of Sp. 
Remark. — See remark, next 
trick. 

B Kn. „ 

*c a „ 

D 8 „ 


III. *A 10 of H. 

Remark. — It is justifiable to 
take out another round of trumps, 
though two may fall for one : 
partly to see how they lie, and 
partly to get a discard from 
some one as a guide for the next 
lead. Leading the 10 instead of 
the King is an additional assu- 
rance to your partner that you 
have still one left. 

B 8 „ 

C 3 „ 
Remark. — This card shows 
that C, having returned his low- 
est in the last trick, had four at 
first, and has consequently now 
one remaining, which therefore 
you are careful not to draw, as 
the game will depend on the two 
being made separately. 

D 6 of Di. 


VII. *C A. of Sp. 
D 9 „ 
A 3 „ 

Remark. — This shows that you 
(A) having returned your highest, 
had not more than three spades 
originally, and consequently have 
no more left. Your partner (C) 
therefore, observing this, sees that 
by leading the losing spade, he 
will enable you to make your 
trump separately from his, which 
will win the game. 

B 4 of CI. 

VIII. C 6 of Sp. 
D 10 „ 

*A Kg. of H. 

Remark.— You trump without 
hesitation, knowing your partner 
to hold the other trump. 
B 3 of Di. 



C makes the last trump, and A and C make 3 by 
cards and 2 by honours, winning a treble. 



90 



THEORY OF WHIST. 



EXAMPLE V. 



This example is given to show how singularly, 
under extreme circumstances, the bringing in of a 
long suit may annihilate the most magnificent cards. 
The hand is a very remarkable Whist curiosity : A 
and C hold all the honours in every plain suit, and 
two honours in trumps, and yet do not make a single 
trick ! 



Spades. Q. Kn. 

Diamonds. Kn. 10, 9, 8, 7, 6. 

Clubs. 10, 9, 8, 7, 6. 



C 



Hearts. A. Q. 10, 
8. 





Hearts. 6, 5, 4, 



Spades. 10,9,8,7, 
6, 5, 4, 3, 2. 



(Dealer) 



Diamonds. 5, 4, 



2 turned up. 



Clubs. 5, 4, 3, 2. 



Hearts. Kg. Kn. 9, 7. 
Spades. A. Kg. 



Diamonds. A. Kg. Q. 
Clubs. A. Kg. Q. Kn. 



EXAMPLES. 



Trick. Play. 

I. A 7 of H. 

Remarks. — There can be no 
doubt about this being the proper 
lead. 

*B 8 „ 
C 6 of CI. 
D 2 of E 



II. 



B 2 of Sp. 
C Kn. „ 
*D 3 of H. 
A Kg. of Sp. 



III. D 4 of H. 
Remarks. — The propriety of 
this lead is often questioned ; but 
it is defended by the impolicy of 
leading either of the extremely 
weak plain suits, and by the lead 
of trumps being up to a renounc- 
ing hand, and therefore the most 
favourable possible. Also, by 
giving B the lead again, it enables 
him to continue the spade, for D 
to make his small trumps upon. 

A 9 „ 
*B 10 „ 

C 7 of CI. 



Trick. 
IV. 



Play. 
B 3 of Sp. 
C Q „ 
*D 5 of H. 
A A. of Sp. 



V. 


D 6 of H. 




A Kn. „ 




*B Q. „ 




C 8 of CI. 


VI. 


*B A. of H. 




A Kg. „ 


VII. 


*B 10 of Sp. 


VIII. 


*B 9 „ 


IX. 


*B 8 „ 


X. 


*B 7 „ 


XI. 


*B 6 „ 


XII. 


*B 5 „ 


XIII. 


*B 4 „ 



B and D win every trick. 



92 



THEOKY OF WHIST. 



l^gmmjj pities, 

BEING SHORT MEMORANDA OP IMPORTANT POINTS 
TO BE KEPT IN MIND BY THOSE WHO WOULD PRACTISE THE MODERN 
SCTENTDJIC GAME OP WHIST.* 



If you the modern game of Whist would know, 
From this great principle its precepts flow : 
Treat your own hand as to your partner's joined, 
And play, not one alone, but both combined. 

Your first lead makes your partner understand 

What is the chief component of your hand; 

And hence there is necessity the strongest 

That your first lead be from your suit that? 3 longest. 

In this, with ace and king, lead king, then ace; 
With king and queen, king also has first place ; 
With ace, queen, knave, lead ace and then the queen ; 
With ace, four small ones, ace should first be seen; 
With queen, knave, ten, you let the queen precede ; 
In other cases, you the lowest lead. 



* The rules embodied in these versicles were first published 
in prose (printed on a card, entitled ' Pocket Precepts ') by the 
Author of this work, in March 1864. The idea of the rhym- 
ing form here adopted is taken from an old French composi- 
tion of the same kind. 



RULES AND MAXIMS. 



Ere you return your friend's, your own suit play ; 

But trumps you must return without delay. 

When you return your partner's lead, take pams 
To lead him back the best your hand contains, 
If you received not more than three at first ; 
If you had more, you may return the worst. 
But if you hold the master card, you're bound 
In most cases to play it second round. 

Whene'er you want a lead, 'tis seldom wrong 
To lead up to the weak, or through the strong. 

If second hand, your lowest should be played, 
Unless you mean ' trump signal ' to be made ; 
Or if you've king and queen, or ace and king, 
Then one of these will be the proper thing. 

Mind well the rules for trumps, you'll often need them . 
When you hold five, 'tis always eight to lead 
them; 

Or if the lead won't come in time to you, 
Then signal to your partner so to do. 

Watch also for your partner's trump request, 

To which, with less than four, play out your best. 

To lead through honours turned up is bad play, 
Unless you want the trump suit cleared away. 

When, second hand, a doubtful trick you see, 
Don't trump it if you hold more trumps than three ; 
But having three or less, trump fearlessly. 

When weak in trumps yourself, don't force your friend ; 
But always force the adverse strong trump hand. 

For sequences, stern custom has decreed 
The lowest you must play, if you don't lead. 

When you discard, weak suits you ought to choose, 
For strong ones are too valuable to lose. 



LONDON : PRINTED BY 
SPOTTISWOODE AND 00., NEW-STREET SQUARE 
AND PARLIAMENT STREET 



Opinions of the Press. 



1 The work of Dr. Pole expounds the fundamental theory on which the 

modern game is based These books furnish a complete epitome of 

the game, presenting it both theoretically and practically in the perfect 
state it has now arrived at, by continued study and practice during the two 
centuries that have elapsed since it first assumed a definite shape and took 

its present name These are fully investigated by Dr. Pole, and the 

discussion forms one of the best parts of his essay Dr. Pole's table 

of inferences puts this very forcibly.' — Quarterly Review, Jan, 1871. 

1 The mantle of Deschapelles has fallen on no unworthy successors 

This again is placed in the clearest light by Professor Pole. . . . The 
argument is thus summed up by Professor Pole. 5 — Fraser's Magazine, 
April 1869. 

* The theory and the deductions which issue from it have not previously 
been put so well or so clearly into language ; and it is because the essay has 
great merit in this respect that we proceed to expound it somewhat in 

detail The Author proceeds to consider how the choice between 

these [previously mentioned systems of play] is to be determined. This, to 
our mind, is the most original and thoughtful part of his essay. We shall 
not attempt to condense it. It must be read as it stands. We endorse 
every word of it, and we specially commend it to " players in domestic 
circles," for whose "instruction, improvement, and encouragement" it 

was designed The remainder of the observations on leading trumps, 

and on forcing and ruffing, are judicious and sound. The management of 
plain suits and the return of the lead , with the various qualifications which 

surround the abstract principles, are next ably discussed These 

portions of the treatise are full of interest.' — Field, Feb. 4, 1865. 

' Dr. Pole's exposition of the fundamental theory of whist is calculated 
not only to make clearer to accomplished players the principles on which 
they already act, but also to teach the game to beginners in domestic 
circles. To those who, already knowing a little, desire to know more of 
1 he game, we can strongly recommend a perusal of Dr. Pole's essay.' — 
Field, May 28, 1870. 

'That an article on the Theory of Whist should, after the lapse of six 
years, bear re-publication, speaks so much in its favour that it will need 
little praise at our hands. It endeavours to make clear the principles of 
the game, so that the young player may more readily acquire knowledge 
from practice and by the study of the other writers. The theoretical should 
in all cases precede the practical. The combination system, on which the 
Author so ably descants, has been never so well explained as in this book. 
His description of the game as an intellectual pursuit, and its moral and 
social relations, is pleasant reading. To any person desirous to understand 
the principles of whist we cordially recommend this book.'— Westminster 
Chess and Whist Papers, July 1, 1870. 

' A very interesting and useful booklet for whist players. It attracted 
considerable notice as being the first practical attempt to bring into a con- 
densed and systematic form the two-hand principle of play which every 



Opinions of the Press. 



player recognises and seeks to follow, though its law is but imperfectly un- 
derstood. Most valuable help will be given by Dr. Pole's little book to 
those who wish in reality " to play their partner's hand as well as their 
own." '—Daily Telegraph, June 6, 1870. 

* A very interesting and useful essay on the theory of the game. The 
Author prides himself, and we think with justice, on being the first to draw 
from a single principle the whole theory of the game. There is nothing 
thoughout his argument in which we do not concur, and we strongly 
advise all whist players to read it with attention. We cannot do better 
than recommend this little treatise.' — Daily News. 

* Never since Mrs. Battle's famous "Opinions" have we seen a more 
attractive little book on the great subject of whist than the volume now 

before us With only a very moderate liking for what is really the 

best game of cards still in vogue, the reader easily gains an amount of very 
interesting information, conveyed in a pleasantly colloquial manner, that 
is like the remarks of a skilful friend at your elbow during the progress of a 
trial game. It will open up the science of the game to those who have pre- 
viously played hap-hazard, or have failed to appreciate the science that 
may be included even in a domestic amusement.' — Illustrated Times, 
Sept. 17, 1870. 

' This little work is a praiseworthy attempt to make whist simpler and 
easier by showing that the rules of the best modern play are not mere arbi- 
trary conventions, but depend on certain definite logical principles, easily 
understood and as easily remembered. The Author states that the system 
here laid down, although it corresponds accurately with the best club play, 
is yet specially adapted for domestic circles, and in particular for teaching 
the game to the young, who, when they learn in this way, find it easy and 
attractive. We can vouch for the truth of this statement, and cordially 
recommend Dr. Pole's little work to all families who encourage and prac- 
tise this noble game.' — Graphic, July 16, 1S70. 

' A capital little treatise.'— John Bull, Hay 21, 1870. 

1 The writers on whist have been legion ; most of them contain valuable 
hints, yet hardly one is sufficiently exhaustive to be regarded as of standard 
authority. Dr. Pole's Theory of Whist, however, meets more of the re- 
quirements for a complete treatise than any other writer we are acquainted 
with. It contains all that was accepted by the scientific players of the olden 
time and all that modern skill has more recently imported into the game. 
Dr. Pole has done well in bringing into proper prominence what he terms 
the " fundamental theory of the game ; " this he has done in language 
simple, clear, and concise. The Theory of Whist in its compendious form 
will become a favourite with learners and proficients, both classes of whom 
may assuredly gain instruction and benefit.'— Bell's Weekly Messenger, 
July 9, 1870. 

' The appearance of this work in a separate form is fully justified by the 
favour it has met with from lovers of the game. We have but little reason 
for dilating at any length on the nature or excellences of the work ; but we 
can truly say that we have re-read it, not only with pleasure, but we hope 
with profit. We gladly recommend this new edition of Dr. Pole's work to 
our readers, but few of whom, no matter how well they play the game, we 
feel convinced will regret having studied it, whilst the majority willreturn 
to it again and again for counsel and advice. — Era, May 29, 1870. 



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INDEX. 



ACTON'S Modem Cookery 28 

Aloock's Residence in Japan 23 

Allen's Four Discourses of Chrysostom . . 22 

Allies on Formation of Christendom .... 21 

Alpine Guide (The) 23 

Althatjs on Medical Electricity 14 

Arnold's Manual of English Literature . . 7 

Arnott's Elements of Physics 11 

Arundines Cami 26 

Autumn Holidays of a Country Parson .... 8 

Ayre's Treasury of Bible Knowledge 20 

Bacon's Essays, by Whately 6 

. Life and Letters, by Spedding .. 5 

Works, edited by Spedding 6 

Bain's Logic, Deductive and Inductive .... 10 

Mental and Moral Science . . 10 

: on the Senses and Intellect 10 

Ball's Alpine Guide 23 

Bayldon's Rents and Tillages 19 

Beaten Tracks 23 

Becker's Charicles and Gallus 25 

BENFEY'S Sanskrit Dictionary 8 

Bernard on British Neutrality 1 

Black's Treatise on Brewing 28 

Blackley's German-English Dictionary].. 8 

Blaine's Rural Sports 26 

Veterinary Art 27 

Booth's Saint- Simon 3 

Boultbee on 39 Articles 19 

Bourne on Screw Propeller 18 

Bourne's Catechism of the Steam Engine . 18 

» Handbook of Steam Engine .... 18 

Improvements in the Steam 

Engine 

.Treatise on the Steam Engine .. 18 

Examples of Modern Engines .. 18 

Bowdler's Family Shakspeare 26 

Boyd's Reminiscences 4 

Bramley-Moore's Six Sisters of the 

Valleys 24 

Brande's Dictionary of Science, Litera- 
ture, and Art 13 

Bray's (C.) Education of the Feelings .... 10 

Philosophy of Necessity 10 

on Force 10 

Browne's Exposition of the 89 Articles. ... 19 

Brunel's Life of Brunel 4 

Buckle's History of Civilization 3 

BULL'S Hints to Mothers 28 

Maternal Management of Children 28 

Bunsen's God in History 3 

Prayers 19 

Burke's Vicissitudes of Families 6 

Burton's Christian Church 4 

Cabinet Lawyer 28 

Campbell's Norway 22 



Carnota's Memoirs of Pombal 4 

Cates'S Biographical Dictionary 5 

Cats' and Farlie's Moral Emblems 16 

Changed Aspects of Unchanged Truths .... 9 

Chesney's Indian Polity 3 

"Waterloo Campaign 2 

and Reeve's Military Essays .. 2 

Chorale Book for England 16 

Clough'S Lives from Plutarch 2 

Colenso (Bishop) on Pentateuch 21 

Commonplace Philosopher 8 

Conington's Translation of the JZneid. ... 26 

CONTANSEAU'sFrench-EnglishDictionaries 8 

CONYBEARE and HOWSON'S St. Paul 20 

Cotton's (Bishop) Life 5 

Cooper's Surgical Dictionary 15 

Copland's Dictionary of Practical Medicine 15 

Counsel and Comfort from a City Pulpit. ... 9 

Cox's Aryan Mythology 3 

Manual of Mythology 25 

Tale of the Great Persian War 2 

Tales of Ancient Greece 25 

Cresy's Encyclopaedia of Civil Engineering 18 

Critical Essays of a Country Parson 8 

Crookes on Beet-Root Sugar 15 

'S Chemical Analysis 14 

Culley's Handbook of Telegraphy 18 

Cusack'S History of Ireland 3 

D'Aubigne's History of the Reformation 

in the time of Calvin 2 

Davidson's Introduction to New Testament 20 

Dead Shot (The), by Marksman 27 

De la Rive's Treatise on Electricity 12 

Denison's Vice-Regal Life 1 

De Tocqueville's Democracy in America 2 

Disraeli's Lothair 24 

Novels and Tales 24 

Dobell's Medical Reports 15 

Dobson on the Ox 27 

Dove on Storms n 

Doyle's Fairyland 16 

Dyer's City of Rome 2 

Eastlake's Hints on Household Taste .... 17 

History of Oil Painting 16 

Gothic Revival 17 

Life of Gibson 16 

Elements of Botany 13 

Ellicott on the Revision of the English 

New Testament 19 

Commentary on Ephesians .... 20 

Commentary on Galatians .... 20 

Pastoral Epist. 20 



Philippians, &c. 20 

Thessalonians 20 

Lectures on the Life of Christ. . 20 



30 



NEW WORKS published Br LONGMANS and CO. 



Essays and Contributions of A. K. H. B 8 

EWALD'S History of Israel 20 



FAIRBAIRN on Iron Shipbuilding 18 

's Applications of Iron 18 

Information for Engineers 



- Mills and Millwork 18 



Faraday's Life and Letters 4 

Farrar's Families of Speech 9 

Chapters on Language 7 

Felkln on Hosiery and Lace Manufactures 18 

Fennell's Book of the Roach 27 

Ffoulkes's Christendom's Divisions 21 

Fitzwygram on Horses and Stables 27 

Fowler's Collieries and Colliers 28 

Francis's Fishing Book 27 

Fresheield's Travels in the Caucasus. ... 23 

Froude's History of England 1 

Short Studies on Great Subjects 9 



Ganot's Elementary Physics 11 

Gilbert's Cadore, or Titian's Country .... 22 

Gilbert and Churchill's Dolomites .... 23 

Girdlestone's Bible Synonymes 19 

Gledstone's Life of Whitefield 5 

Goddard's Wonderful Stories 25 

Goldsmith's Poems, Illustrated 26 

. Graham's View of Literature and Art .... 3 

Grant's Home Politics 3 

Ethics of Aristotle 6 

Graver Thoughts of a Country Parson 8 

Gray's Anatomy 15 

Greenhow on Bronchitis 15 

Griffith's Fundamentals 19 

Grove on Correlation of Physical Forces . . 12 

Gurney's Chapters of French History .... 2 

Gwilt's Encyclopaedia of Architecture .... 17 



Hampden's (Bishop) Memorials 4 

Hare on Election of Representatives 7 

Hartwig's Harmonies of Nature 13 

Polar World 13 

Sea and its Living Wonders . . 13 

Subterranean World 13 

Tropical World 13 

Haughton's Manual of Geology 12 

Herschel's Outlines of Astronomy 10 

Hewitt on Diseases of Women 14 

Hodgson's Theory of Practice 10 

Time and Space 10 

Holmes's System of Surgery 14 

Surgical Diseases of Infancy .... 14 

Home (The) at Heatherbrae 24 

Horne's Introduction to the Scriptures .... 20 

Compendium of ditto 20 

How we Spent the Summer 23 

Howitt's Australian Discovery... 23 

Mad War Planet 26 

* Northern Heights of London .... 23 

Rural Life of England 24 

Visits to Remarkable Places .... 24 



HubnfvTs Memoir of Sixtus V 

Hugh : - s (W.) Manual of Geography 

Hume'-> Essays 

Treatise on Human Nature . . 



Ihnt:'s Roman History . . . 

Inge low's Poems 

Story of Doom . 

Mopsa 



J ameson's Saints and Martyrs 17 

■ Legends of the Madonna 17 

Monastic Orders . 



Jameson and Eastlake's Saviour ., 

John Jerningham's Journal 

Johnston's Geographical Dictionary., 



Kalisch's Commentary on the Bible . 
Hebrew Grammar . 



Keith on Fulfilment of Prophecy . 

Destiny of the World . . . 



Kerl's Metallurgy 

RbHRIG , 

Kirby and Spence's Entomology. , 



Latham's English Dictionary 

Lawlor's Pilgrimages in the Pyrenees .... 

Lecky's History of European Morals 

Rationalism 



Leisure Hours in Town 

Lessons of Middle Age 

Lewes' History of Philosophy 

Liddell and Scott's Two Lexicons 

Life of Man Symbolised 

Lindley and Moore's Treasury of Botany 

Longman's Edward the Third 

Lectures on the History of Eng- 
land 

Chess Openings 



Loudon's Agriculture 

Gardening . 

Plants 



Lowndes's Engineer's Handbook 
Lubbock on Origin of Civilisation. . 

Lyra Eucharistica 

Germanica , 

Messianica 

Mystica 



Macaulay's (Lord) Essays 

History of England .. 

Lays of Ancient Rome 

Miscellaneous Writings 



-Speeches . 
-Complete Works ...... 1 

16 
7 



Macfarren's Lectures on Harmony . 
Macleod's Elements of Political Economy 
Dictionary of Political Eco- 
nomy .... 

Theory and Practice of Banking 



27 

Mcculloch's Dictionary of Commerce. ... 28 



NEW WORKS published BY LONGMANS and CO. 



31 



Maguire's Life of Father Mathew 5 

Pope Pius IX 5 

Malet's Overthrow of the Germanic Con- 
federation by Prussia 2 

Manning's England and Christendom .... 21 

Marcet on the Larynx 15 

Marshall's Canadian Dominion 11 

Physiology 15 

Marshman's Life of Havelock 5 

— History of India 3 

MARTINEAU'S Christian Life 22 

Massingberd's History of the Reformation 4 

MATJNDER'S Biographical Treasury 5 

Geographical Treasury 11 

Historical Treasury 4 

Scientific and Literary Trea- 
sury 13 

Treasury of Knowledge 28 

Treasury of Natural History 13 

May's Constitutional History of England. . 1 

Melville's Novels and Tales 24 & 25 

Mendelssohn's Letters 5 

Merivale's Fall of the Roman Republic. . 3 

— Romans under the Empire 3 

Merrifield and Ever's Navigation .... 11 

Miles on Horse's Foot and Horseshoeing . . 27 

Horses' Teeth and Stables 27 

Mill (J.) on the Mind 9 

Mill (J. S.) on Liberty 6 

on Representative Government 6 

on Utilitarianism 6 

Mill's (J. S.) Dissertations and Discussions 6 

Political Economy 6 

System of Logic 6 

Hamilton's Philosophy 6 

Inaugural Address 7 

- Subjection of "Women 6 

Miller's Elements of Chemistry 14 

Hymn- Writers 21 

Mitchell's Manual of Architecture 17 

Manual of Assaying 18 

Monsell's Beatitudes 22 

His Presence not his Memory 22 

4 Spiritual Songs' 22 

Moore's Irish Melodies 25 

Lalla Rookh 25 

Poetical Works 25 

Morell's Elements of Psychology 9 

Mental Philosophy 9 

Muller's (Max) Chips from a German 

Workshop 9 

Lectures on Language 7 

(K. O.) Literature of Ancient 

Greece 2 

Mtjrchison on Liver Complaints 15 

Murb's Language and Literature of Greece 2 

Nash's Compendium of the Prayer Book. . 19 

New Testament, Illustrated Edition 16 

Newman's History of his Religious Opinions 5 

Nightingale's Notes on Hospitals 28 

Lying-in Insti- 
tutions 28 

Nilsson's Scandinavia 12 



NORTHCOTT's Lathes and Turning 17 

Odling'S Animal Chemistry 14 

Course of Practical Chemistry.. 14 

Manual of Chemistry 14 

Lectures on Carbon 14 

Outlines of Chemistry 14 

O'Driscoll's Memoirs of Maclise 4 

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